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Spy Abilities
Posted: Tue Feb 15, 2005 10:39 pm
by AbonZel
This is a post for various ways to use spies.
Sabotage - damage enemy weapons and such. Already in, obviously, but perhaps it could also be used to sabotage other things (like upgrades). Just an idea...
Spread discontent - if morale gets put into the game, spies can be used to spread rumors and such to lower enemy morale
Steal Weapons - instead of breaking the enemy weapons, the spies would take them
Steal Technology - for research, can gain access to certain upgrades or perhaps help in researching enemy weapons
Steal Resources - instead of always having to fight for it, one could use spies. Of course this must be balanced out some how to make it so everyone doesn't just use spies, though it would put a higher focus on spies. Help out those Replicators a bit ^_~
Recruit - attempt to get enemy soldiers to defect. A function of the opposing spy strength's and the opposing morales
Assassinate - kill off enemy soldiers. One doesn't have to target enemy soldiers in general, but attacking a specific type of enemy (offensive soldiers) will increase the difficulty. Can also target enemy spies, but this is the most difficult of all.
Plant Mole - this could be an extended spy mission instead of having to tell your spies to spy over and over again. Since it is extended instead of a short term one shot deal, it will give better intelligence in the long run
Double Agent - this would make an enemy spy a double agent. It would be like Plant Mole, but without leaving one of your spies out. This is a combination of Plant Mole and Recruit. However both Plant Mole and Double Agent get countered by...
Counter Intelligence - this is used to root out the moles and double agents. This could also be an extended action like the Plant Mole where it increases your effective spy strength when defending but the spy cannot do anything else until he or she is reassigned
-----Side note, there is a possibility of capturing enemy soldiers instead of killing them when they infiltrate your base. There is the option to recruit them, make them double agents, or to execute them.
I know there are more, but it is lost right now (watching Stargate, actually ^_^), so I'll leave the thought here.
Posted: Tue Feb 15, 2005 10:53 pm
by the3rdlibra
you know what? half of this is actually written down here on my little notepad.. i was awaiting bugs and suchlike to calm down before asking... i'm reading REALLY good stuff and i like it.
Admin my forum flavoured friend, even if half of this stuff was implemented you would DOUBLE the game's strategy over night.
-=StE=- Excited.
Posted: Tue Feb 15, 2005 11:06 pm
by Forum
yes- lots more can be done with spies... and will be ... in time
good ideas... i was thinking along similar lines
might take a while to make so many changes though ... and a few others above it on the list...
but - can say - this is on the list too

Re: Spy Abilities
Posted: Wed Feb 16, 2005 8:49 am
by Mythrl
AbonZel wrote:This is a post for various ways to use spies.
Steal Resources - instead of always having to fight for it, one could use spies. Of course this must be balanced out some how to make it so everyone doesn't just use spies, though it would put a higher focus on spies. Help out those Replicators a bit ^_~
I like that idea (as well as the others) and one thought for balancing things out. As things stand whenever I attack someone with 80 units I at most take away one of their troops. I think there should be more damage done. At least a handful of troops should die and a couple of weapons be destroyed entirely...not just minor damage. Casualty rates from attacks are a little too low IMO. Because as it stands the only way to inflict serious damage on opposing armies is to sabotage..not to attack which seems a bit illogical to me. Sure sabotage can do some damage but in a war most of the damage is done by outright battle. Such a change would permit strengthening of spies to do other things and allow attack units to wreak havoc..not just be used to streal money which is the primary purpose they serve right now...i mean think about it...we use spies to destroy armies and armies to steal money...shouldn't it be the other way around?
Sorry i guess i got a bit off topic
Death of a Spy
Posted: Wed Feb 16, 2005 9:48 am
by diobella
I recently had an intelligence officer executed for spying on (not a sabotage attempt) a higher ranking player. Maybe I'm just whining, but this seems rather harsh as it's my understanding that going to battle with a higher ranking (or similarly ranked) player can be advantageous as opposed to "farming" inactive players. My incentive to move up the ranks via active players is lessened if I cannot make an intelligent determination of where to strike (or to back off, as the case may be.)
Obviously I now know not to attact that particular player, but it could also mean that he simply has a higher covert ranking than I do. I understand that in a sabotage situation you encounter a risk for losing the operative, however I do not feel this should be the case for a routine reconnaissance mission. Any imput on this would be appreciated.
Re: Death of a Spy
Posted: Wed Feb 16, 2005 9:43 pm
by Guest
diobella wrote:I recently had an intelligence officer executed for spying on (not a sabotage attempt) a higher ranking player. Maybe I'm just whining, but this seems rather harsh as it's my understanding that going to battle with a higher ranking (or similarly ranked) player can be advantageous as opposed to "farming" inactive players. My incentive to move up the ranks via active players is lessened if I cannot make an intelligent determination of where to strike (or to back off, as the case may be.)
Obviously I now know not to attact that particular player, but it could also mean that he simply has a higher covert ranking than I do. I understand that in a sabotage situation you encounter a risk for losing the operative, however I do not feel this should be the case for a routine reconnaissance mission. Any imput on this would be appreciated.
yes, I know what you meen. The higher players are all amost immune to spy attempts which I find is somewhat un-fair since Spy's don't nessarly enter bases through the Stargate, they could come by cloaked ship or something like that which would take longer, but still get similar results. Also there should be a option for your agent's to stay undercover for longer which would increase the risk of being detected, but also increase the ammount of inteligance you get.
Warning to those who haven't seen Season 5 and 6, Spoilers:
For example Jacob Carter spent several month's working his way up the lader of "minor Goaulds" in Lord U's service, same with the symboite which was eventuially implanted in Oneill. But only in Ball's service in seasons 5 and 6. They were boath able to gain a siginifant ammount of inteligance about the operations of Lord U and Ball. So the ammount of time agents are on missions should be implemented, along with the possibilty of objectives. IE gain access to facility X and map it out.
Oh, another nice thing later in the game would be a galaxy map with detailed map's of planet's and systems. We already have what looks like a successfull game going here, let's improve on it as much as possible.
Re: Death of a Spy
Posted: Wed Feb 16, 2005 10:08 pm
by Psi Kiya Trist
Anonymous wrote:yes, I know what you meen. The higher players are all amost immune to spy attempts which I find is somewhat un-fair since Spy's don't nessarly enter bases through the Stargate, they could come by cloaked ship or something like that which would take longer,
what you're not taking into account is that the top players most likely have an EXTREMELY HIGH spy level, which means their spys are able to anticipate which directions those of lesser spy levels will come from.
makes perfect tactic sense does it not?
Psi Kiya Trist
Posted: Thu Feb 17, 2005 11:25 am
by AbonZel
Here's another idea for spies...
Paint Target - spies will infiltrate the enemy base and "paint" important targets for the siege technology to attack before the battle even begins. Technically, this increases the effectiveness of the siege upgrades. This has almost the same effect as Plant Mole, but the spies will return to base after the attack has finished.
Posted: Sat Nov 05, 2005 3:33 pm
by God Phate
i think some of these would be nice

Posted: Sat Nov 05, 2005 3:41 pm
by Memento
omg these r some old posts lol but i think they shuld be implemented
Posted: Sat Nov 05, 2005 4:29 pm
by God Phate
yup

Posted: Sat Nov 05, 2005 6:22 pm
by NoDot
WHAT'S WITH THIS THREAD-REVIVAL SPREE???
Posted: Sat Nov 05, 2005 8:44 pm
by God Phate
i guess ill just post this for every time you posted dot
if you dont want my to bring back the thread then stop crying when i repost