How do people feel sabotage should work? Or at least, should work in Origins, as opposed to Main?
I was considering setting it up such that the more units you send, the better the sabotage. As opposed to Main's method, where it's 2.5% as long as your over a certain value.
So basically, If you have say 200 spy power, and the enemy has 50 anti power, you can do 150 strength worth of damage. So destroy 3 weapons of strength 50, or 1 weapon of 135, or 0 weapons of 151+.
This means that, the more spies you send, the more damage you do. As opposed to passing a value, and doing 2.5%
Different Sabotage method.
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Different Sabotage method.
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R8 wrote:TEAM WORK WILL BEAT $$ ANYDAY OF THE WEEKangel wrote:Except the payday [-X
12agnar0k wrote:Also it's still not a war game, you have att/def weps yes, but you also have uu and UP, does this mean its a sex game, oh no, XRATEDSGW, THIS GAME IS PORN!
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Re: Different Sabotage method.
i think it should have an upper limit.
if you have 50million spys infiltrate a nation of 5000 people, even if they are super ninja awesome and all the defending spys are asleep, defence or attack or even untrained units would notice.
I propose if you send too little, you fail, loosing all your spys. if you send too many you fail losing a number corresponding to perhaps victims military defence? But in that goldilocks zone the more you send the more damage they can dish out with out and you don't lose any spys.
Stops the big ppl sabbing everything away in one hit on a little account, and makes it a fun gamble eg:
Ohh I succeeded with 500 spys, yay this time I will send 600...OHH NO too many it all went horribly wrong!!
if you have 50million spys infiltrate a nation of 5000 people, even if they are super ninja awesome and all the defending spys are asleep, defence or attack or even untrained units would notice.
I propose if you send too little, you fail, loosing all your spys. if you send too many you fail losing a number corresponding to perhaps victims military defence? But in that goldilocks zone the more you send the more damage they can dish out with out and you don't lose any spys.
Stops the big ppl sabbing everything away in one hit on a little account, and makes it a fun gamble eg:
Ohh I succeeded with 500 spys, yay this time I will send 600...OHH NO too many it all went horribly wrong!!
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Re: Different Sabotage method.
Got a laugh outa that line.Kroony wrote:Ohh I succeeded with 500 spys, yay this time I will send 600...OHH NO too many it all went horribly wrong!!
But fair enough, i get your point.
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R8 wrote:TEAM WORK WILL BEAT $$ ANYDAY OF THE WEEKangel wrote:Except the payday [-X
12agnar0k wrote:Also it's still not a war game, you have att/def weps yes, but you also have uu and UP, does this mean its a sex game, oh no, XRATEDSGW, THIS GAME IS PORN!
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Re: Different Sabotage method.
hmmm...i do like this.
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Re: Different Sabotage method.
sabbing should have a cost win or lose
otherwise all one needs to do is find that troop lvl
to do as much destruction as they can free of cost
if you dont want troop cost then it should cost turns
personally i think it should cost troops for every sab mission
otherwise all one needs to do is find that troop lvl
to do as much destruction as they can free of cost
if you dont want troop cost then it should cost turns
personally i think it should cost troops for every sab mission
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Re: Different Sabotage method.
It does cost 3 covert turns, and you only have 60. So in theory, you can only (if there is a 2% weapon sab limit) sab 40% of their weapons (ignoring diminishing returns).Calesta wrote:sabbing should have a cost win or lose
otherwise all one needs to do is find that troop lvl
to do as much destruction as they can free of cost
if you dont want troop cost then it should cost turns
personally i think it should cost troops for every sab mission
But yes, I would think that some spies should die, win or loose.
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R8 wrote:TEAM WORK WILL BEAT $$ ANYDAY OF THE WEEKangel wrote:Except the payday [-X
12agnar0k wrote:Also it's still not a war game, you have att/def weps yes, but you also have uu and UP, does this mean its a sex game, oh no, XRATEDSGW, THIS GAME IS PORN!
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Re: Different Sabotage method.
sabotage should require the attacker to have 2x more covert power minimum than the defenders anti-covert power for the best results. You damage a max of 2-4% of weapons (depends on how much higher your level is compared to theirs). The attacker loses 1-2.5% of their spies due to the enemy noticing their plot or if they actually destroyed any weapons caught in the blast.
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Re: Different Sabotage method.
Sarevok wrote:It does cost 3 covert turns, and you only have 60. So in theory, you can only (if there is a 2% weapon sab limit) sab 40% of their weapons (ignoring diminishing returns).Calesta wrote:sabbing should have a cost win or lose
otherwise all one needs to do is find that troop lvl
to do as much destruction as they can free of cost
if you dont want troop cost then it should cost turns
personally i think it should cost troops for every sab mission
But yes, I would think that some spies should die, win or loose.
the cost on sabb is very minimal to the point that I say its practically a free turn.
the cost should be more. if its more than just looking it should cost more than 3 invisible turns
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Re: Different Sabotage method.
Do you mean more unit losses? More covert turn usage? Costing something else?
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R8 wrote:TEAM WORK WILL BEAT $$ ANYDAY OF THE WEEKangel wrote:Except the payday [-X
12agnar0k wrote:Also it's still not a war game, you have att/def weps yes, but you also have uu and UP, does this mean its a sex game, oh no, XRATEDSGW, THIS GAME IS PORN!
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Re: Different Sabotage method.
more cost to the covert turns at minimum ... perhaps depending on success or failure
more to unit loss as well
more to unit loss as well