simonthesinner
Chieftain
- Joined
- Jun 27, 2013
- Messages
- 83
Spies are kida meh, but they are not burdensome to manage either and they don't hurt the experience, either.
Well I agree in BnW, Spies are overall a positive feature, for their interaction with the World Congress. In G&K I didn't agree, I used to always play with Espionage turned off, because I felt that apart from the intrigue feature which is cool, they only added bad to the game.... they don't hurt the experience, either.
I like how a spy will tell you that so and so is building this wonder. You view their city and notice the wonder will finish in 7 turns. You are also building this wonder but your remaining turns is 11...
Come on spy, delay that wonder progress somehow! But alas... only thing to do is sigh and stop wasting hammers on the wonder.
Yes, spies are too limited, but it's a very loud NO to all the things you suggest spies should be able to do from my side.
I made a discussion about Espionage on the 2k Forum not too long ago, the whole thing can be found here, but some suggestions for new Spy missions:
A pet peeve of mine is the current Tech Steel method, which is just horrible. Instead, we should have a steady science flow from foreign civ when you research a tech which they have discovered, similar to how it works for Caravans (but obviously higher returns).
If spies were made more powerful, then of course the game designers can and should create more counter-espionage options as well. No one is saying that spies should be made more powerful while everything else stayed the same. I don't see what's wrong with dice rolls as long as there are things you can do to improve your odds of successfully catching an enemy spy.It changes the game - and in a bad way - because even if you have a spy for counterintelligence, it still comes down to a dice roll whether you will succeed in catching the spy, and odds are not even that great for you. To make things worse, if you fail on the first die roll, a downward spiral will start to make things get worse, because an initial fail will mean enemy spy will level up, which means LOWER chance for you to succeed on the second roll, and if you fail that one also, he will level up again ...
That is in itself not a very good game design, but this could be forgiven if you could at least do something to increase your odds, but you can't. Building Espionage buildings will slow down the spy, but will not increase your success rate. Having Espionage buildings will also not allow you to recruit Spies starting on higher levels, contrary what would make sense seeing how things work for other units. What this boils down to is that there is nothing you can actively do to improve your odds, which is *really* bad game design.
I completely agree with DanielAdler, we don't need the spies to be more powerful than they are now (quite on the contrary, I think they need to be less powerful - i.e. rework the Tech Steal mechanism, and remove the Coup feature), but they need to be more versatile and more customizable to make the system more engaging and less about random rolls.
Well there's always a subjective question about how much randomness you allow in a strategy game. I'm not at all in the "no randomness at all" group, but I do think when it comes to major game events, randomness is bad. Tech stealing and City State coups are pretty major game events imo., both can significantly harm the target and help the other part.If spies were made more powerful, then of course the game designers can and should create more counter-espionage options as well. No one is saying that spies should be made more powerful while everything else stayed the same. I don't see what's wrong with dice rolls as long as there are things you can do to improve your odds of successfully catching an enemy spy.
You also seem to forget that the system works both ways - if it is tough for the human to counter the AI's spies, then it will also be tough for the AI to counter the human's spies. So it should balance out.
As a sidenote, I like to use my first spy to steal a technology and gain a promotion before assigning him to my capital for counter-espionage duties. I find that I catch spies far more often that way instead of assigning a fresh recruit immediately. Of course, I get a couple of tech stolen while my spy is occupied in the enemy capital, but it more than pays for itself in the long run.
I think the changes in BnW works millions of times better in this regard. I have no doubts that you are correct that that was indeed their intentions, but adding a "challenge" by randomly taking things from the better (or at least more progressed) player and handing them over to the less advanced player is just lame imo. That kills the entire purpose of a strategy game.IMO the espionage system was indeed implemented with the main aim of allowing weaker players to catch up and placing a roadblock in the strongest player's game. I don't see why that is a bad thing; the game gets boring if you are leading in the game, so it is good to have new threats that could set you back. Likewise, if you are lagging behind, it is good that there are ways for you to catch up. It keeps the game dynamic and interesting, rather than becoming a snooze-fest once you read the halfway mark.
Longer? Longer, as in the PC taking longer to proces the game? Or longer, as in more things you have to do?I agree with what you said regarding the "per turn" suggestion, as long as it doesn't make turns last longer (which I fear it would).
It's not random when there are things the player can do to minimize the changes of his tech getting stolen, such as by installing a counter-spy and building constabularies and police stations.I think the changes in BnW works millions of times better in this regard. I have no doubts that you are correct that that was indeed their intentions, but adding a "challenge" by randomly taking things from the better (or at least more progressed) player and handing them over to the less advanced player is just lame imo. That kills the entire purpose of a strategy game.
The former, since every turn the PC will have to calculate the odds for every spy as to whether they will be caught that turn.Longer? Longer, as in the PC taking longer to proces the game? Or longer, as in more things you have to do?
Perhaps. I doubt it will take that much computer power to do such a trivial check, but what do I know ... it's hard to say without trying it in action.The former, since every turn the PC will have to calculate the odds for every spy as to whether they will be caught that turn.