Atwork
Immortal
I would say that the problem from micromanagement also comes with having to produce and utilize so very many spies. Multiple spies in each of your own cities. Spies sitting on strategic resources. Spies headed off to accomplish a mission. Then having to send spies off again if their mission is successful. If the mission was successful overseas, then the spy has to be reloaded on a ship to be shipped overseas again. Finally you get a spy into position and he's caught by the invisible enemy: dumb luck. And on and on espionage goes -- building and moving spies to infinity. Having espionage available is great, but this system is lame. This leads me back to the suggestions I made above. Less spies, not generic and base spies, and spies that become more powerful with success. And spies whose counter isn't chance only, but also user-controlled agents!
Anyways, Krikkitone is certainly right -- movement is a problem. I definitely think that auto-move actions for spies would be nice.
I disagree with Krikkitone that "better chance of success and faster movement" for spies should depend solely on tech. I don't think that this needs to be based on anything but the spy units individually. In other words, the system should allow spies to earn EP's for successful missions, which then could be spent on movement improvements, sight improvements, better evade chances, etc.
Also, having spies earn EP's would work well with Krikkitone's other excellent suggestion that it would be better if "'sabotage' just shuts the tile down for 4-6 turns" because in this way, spies could spend their EP's on upgrades that increase the length of time that sabotage is successful. Maybe at base sabotage is effective for 4-6 turns, but with successive upgrades the effect is increased by 25%, then 50%, and so on. A spy specialized for such missions might be able to disable resources for 6-9 turns, or even longer. Specialized spy units: much better!
Lastly, spies that successfully complete their mission should ALWAYZ stay embedded because that is as it should be. Spies stay embedded -- it makes sense. In the past, spies stayed embedded, but I think the change was made for balancing reasons. I argue that balance can be achieved in a way that isn't annoying and in a way that actually increases the level of strategy, interaction, and entertainment. How? One word: AGENTS!
Anyways, Krikkitone is certainly right -- movement is a problem. I definitely think that auto-move actions for spies would be nice.
I disagree with Krikkitone that "better chance of success and faster movement" for spies should depend solely on tech. I don't think that this needs to be based on anything but the spy units individually. In other words, the system should allow spies to earn EP's for successful missions, which then could be spent on movement improvements, sight improvements, better evade chances, etc.
Also, having spies earn EP's would work well with Krikkitone's other excellent suggestion that it would be better if "'sabotage' just shuts the tile down for 4-6 turns" because in this way, spies could spend their EP's on upgrades that increase the length of time that sabotage is successful. Maybe at base sabotage is effective for 4-6 turns, but with successive upgrades the effect is increased by 25%, then 50%, and so on. A spy specialized for such missions might be able to disable resources for 6-9 turns, or even longer. Specialized spy units: much better!
Lastly, spies that successfully complete their mission should ALWAYZ stay embedded because that is as it should be. Spies stay embedded -- it makes sense. In the past, spies stayed embedded, but I think the change was made for balancing reasons. I argue that balance can be achieved in a way that isn't annoying and in a way that actually increases the level of strategy, interaction, and entertainment. How? One word: AGENTS!