I believe there should be more covert turns available.
We get 50, and it costs 1 to spy and 3 sabotage.
They go away so quickly and we are already limited on how much covert activity on any one realm.
Covert Turns
- Acronon
- Forum Expert
- Posts: 1458
- Joined: Mon Apr 11, 2005 10:41 pm
- Alliance: TOoC
- Race: Human, whatareyou?
- ID: 60798
- Alternate name(s): Rhadamanthus, RhadamanthusOE, Kalor, Thurisaz & more than I remember
- Location: In Your Head
-
- Forum Irregular
- Posts: 276
- Joined: Sun May 22, 2005 2:54 am
-
- Forum Elite
- Posts: 1701
- Joined: Thu May 19, 2005 2:30 am
- Alliance: The Pond
- Race: Goa'uld
- ID: 15959
- Location: Left Phonepole in the middle of no where
- Contact:
-
- Forum Irregular
- Posts: 334
- Joined: Fri Aug 05, 2005 7:30 pm
- ID: 0
- Location: half past insane
- Wolf359
- The Big Bad Admin
- Posts: 5208
- Joined: Sat Feb 19, 2005 2:40 am
- Alliance: EPA
- Race: Tauri
- ID: 0
- Location: Omnipresent
- Contact:
-
Honours and Awards
Again, another topic that comes around every now and again! What you need to realise it that the game is Stargate WARS, not Stargate Espionage!!!
Covert is already, in my opinion, too strong a power in the game with nothing you can actually do to weaken the covert skill of another player - so why are you now wanting to increaes that advantage?? At the end of the day it will only serve to make the already most powerful covert players even more powerful, and the weake covert players even more vulnerable!
I know there is a limit on covert activity against realms - but this idea would just make more realms exposed to the stronger players.
Like I said in my opening line - this one has been banded around several times before, and has always been rejected - as it should now!
As for the idea of being able to send covert turns - it will again mean that the most powerful covert players have the advantage, as they will get their officers/alliance/friends to send them turns so that they can keep sabbing away - potentially pages of players could be taken out in one evening!
This would also encourage the weaker covert players to simply find themselves a big covert power as a friend, give him/her covert turns in turn for covert protection, and not bother to develop their own covert power.
We need ideas to defend against, or to be able to atack covert, not how to make the stronger players even stronger.
Covert is already, in my opinion, too strong a power in the game with nothing you can actually do to weaken the covert skill of another player - so why are you now wanting to increaes that advantage?? At the end of the day it will only serve to make the already most powerful covert players even more powerful, and the weake covert players even more vulnerable!
I know there is a limit on covert activity against realms - but this idea would just make more realms exposed to the stronger players.
Like I said in my opening line - this one has been banded around several times before, and has always been rejected - as it should now!
As for the idea of being able to send covert turns - it will again mean that the most powerful covert players have the advantage, as they will get their officers/alliance/friends to send them turns so that they can keep sabbing away - potentially pages of players could be taken out in one evening!
This would also encourage the weaker covert players to simply find themselves a big covert power as a friend, give him/her covert turns in turn for covert protection, and not bother to develop their own covert power.
We need ideas to defend against, or to be able to atack covert, not how to make the stronger players even stronger.
Mod SpeakSeverian wrote:So I say as a last resort, splice Semper & Wolf359 for a good balance, Clone said unholy abomination a hundred times, let loose on forums and problem solved.
-
- Forum Elite
- Posts: 1701
- Joined: Thu May 19, 2005 2:30 am
- Alliance: The Pond
- Race: Goa'uld
- ID: 15959
- Location: Left Phonepole in the middle of no where
- Contact:
- Wolf359
- The Big Bad Admin
- Posts: 5208
- Joined: Sat Feb 19, 2005 2:40 am
- Alliance: EPA
- Race: Tauri
- ID: 0
- Location: Omnipresent
- Contact:
-
Honours and Awards
Dyneasty wrote:heh, in ascension you can attack covert I love assassins.
LOL - that was a suggestion I made for main months and months ago!
Mod SpeakSeverian wrote:So I say as a last resort, splice Semper & Wolf359 for a good balance, Clone said unholy abomination a hundred times, let loose on forums and problem solved.
-
- Merriest Mod in the West
- Posts: 2340
- Joined: Tue Feb 15, 2005 11:16 pm
- ID: 0
- Location: Off-world
-
Honours and Awards
prior wrote:we should get say 200 covert turns, but make it so you only make like 0.75 a turn.
Hmmm, maybe just 1 per turn until 50, then when you're over that it becomes 0.5 per turn up to 100. That doesn't sound too much more powerful. Still, having more turns gives the big guys more chance to sabb the little guys. Right now they have to be more selective.
As soon as you build an idiot proof system, somebody else builds a better idiot.
If it moves, kill it. If it doesn't move, kick it until it does move, and then kill it.
- Wolf359
- The Big Bad Admin
- Posts: 5208
- Joined: Sat Feb 19, 2005 2:40 am
- Alliance: EPA
- Race: Tauri
- ID: 0
- Location: Omnipresent
- Contact:
-
Honours and Awards
Sleipnir wrote:prior wrote:we should get say 200 covert turns, but make it so you only make like 0.75 a turn.
Hmmm, maybe just 1 per turn until 50, then when you're over that it becomes 0.5 per turn up to 100. That doesn't sound too much more powerful. Still, having more turns gives the big guys more chance to sabb the little guys. Right now they have to be more selective.
Nice one Sleip.
Mod SpeakSeverian wrote:So I say as a last resort, splice Semper & Wolf359 for a good balance, Clone said unholy abomination a hundred times, let loose on forums and problem solved.