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admin

Admin
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  1. It's nice to see new features being added admin, thanks :)

    The only problem I see with this is that it is largely irrelevant for large nations, due to the fixed caps on damages/losses.

    If I'm a grossly high tech nation, I'm not going to lose any sleep over 5 tech. Perhaps rather than using a fixed cap, use a percentage (for all activities)?

    My only other suggestion is the ability to STEAL money reserves like you can technology.

    I think you'll find that the majority of the large nations will appreciate the caps due to the extreme costs of things like tech and infras at their levels.

  2. Another point: will there be a limit (50% - 200% like for war) on which nations you can perform spying attacks? because, well I for example have ~3500tech. No matter what spying defense another nation has, if i just chose one with only 100tech, my attacks will be successfull almost every time... it would be just unfair because that nation can never attack me nor can it launch successful spying attacks on their own against me. Using the standard nation range of 50-200% would be a good move, because nations could decide if they catch a spy how to react: send a spy on their own or declare on the spying nation.

    The spy features uses the same limits as the war system 50%-200% and everything over 50,000 NS.

  3. Admin, I know it's hard to take into account what everyone wants, and all these omgspaisdontkillnuks and people complaining is annoying. I do admire you for making progress to the game as well. However, there is one thing we've all been begging for since the very start of the espionage thread. Hide all of our personal information such as threat level, tech, soldiers, tanks, etc. and make the spies uncover that stuff. A gather information mission would be pointless as it is, since we already have everyone's information.

    EDIT: A personal idea from me: Don't cancel trades. That would result in epic failure. Instead, show us who the nation is trading with.

    There is still a good amount of hidden information that can be provided from a Gather Intelligence mission. The two most important that are included are the nation's money reserves and their trade partners. The spy feature will not destroy trades, I wouldn't do that to you, but with this information you could possibly put pressure on their trade partners to cancel specific trade agreements.

  4. - "Peace Mode does not affect Spies": does this mean, a nation in peacemode can send spies against other nations and is totally immune to military retaliation? Peacemode nations should be valid target for Spies, but they should not be able to send out spies on their own.

    You make a good point. The problem is that if peacemode can be spied on but can't spy back that adds yet another big penalty for being in peace mode.

    - You need a limit on Spying-Attacks that are able to launch against one nation at the same time: just imagine an alliance is bored and choses a 50k unaliged nation and now 50 nations launch all spying attacks against that nation. every day, just for the lulz. even if a lot of these fail, the target nation will be just destroyed in very short time. make it that a nation can only suffer 1 of such attacks per day, first come first served.

    From the information index page: "Nations can conduct only one spy operation per day and nations can be attacked in only one spy operation per day."

    - IntelAgencies should be a requirement to buy spies, maximum 100 per IntelAgency so you have the limit of 500 with 5 intel agencies.

    - PoliceHQs should increase the defenders chance to catch a spy by 5% each (+25% chance with 5 PHQs)

    I like this idea. I'm still thinking on ways to include existing improvements to this feature.

    - make mission costs dependent on the NS of the nation you send the spy against (more/better equipement needed, better training required, more efforts and such). This is needed, because Infra for example is INSANELY expensive for a highlevel nation. We talk about a some millions CN$ for destroyed 10 Levels of infra here. Make the price for a spying mission something like: 100k + NS*10. Otherwise ppl will just do some math and spam-launch spying attacks if the costs for the target nations infra is just high enough to sacrifice 9 failed spying missions just to destroy 10 infra in the 10th mission, because 10 spying attacks are still cheaper then 10 levels of infra. (i think you got my point).

    This has just been added per the forumla provided a few posts up, however it is currently based on the attackers NS. Do you still think it needs to be based on the defenders NS?

    - nobody should see another nations Threat Level and Number of Spies.

    I think we'll need to discuss this further. The game is going to guage the operation odds for you but players will want to know what's behind the numbers. And besides, if a player puts forward the effort they can figure these things out with simple math.

  5. It seems a lot of you are getting hung up on the word "Spy" asking questions like, "How could a spy do this or that?" The feature is about spies, terrorism, and espionage all rolled into one. If you hover over the new Threat Level icon in-game it mentions the word terrorist. If you read my origional topic about this here note my first couple of sentences:

    The next update that I am considering is an espionage system. Espionage will work similar to the current war system...

    The destructive properties of the operations are what I envisioned from the very beginning so stop saying spies should be seperate from the war system and lets also move away from the "spies can't do this" or "spies can't do that" comments.

  6. I'm looking to add a Gather Intelligence mission. I've also updated the base costs of spy missions. If someone has a suggestion on a formula to use for the costs of the spy operations (maybe something based on strength) then please submit it. This formula should use the base costs provided in the spy information index and then modify the costs from there.

  7. From this: http://www.cybernations.net/about_topics.asp#alliance_date

    Alliance Date - The alliance date represents the date that the nation joined a particular alliance. This is a new field added on 9/10/2007. The default date used for the alliance membership date is the nation's creation date. (Do not report a bug if your alliance date is inaccurate because of the default date) From now on whenever a player edits their nation and chooses a different alliance in the alliance affiliation field this date will update.
  8. Its not done to "serve alliances" but to let them fight their conflict based on the plans that alliance draw up for such things. Changing the dynamics of the game during a major conflict can have a major impact on the way the war is fought.

    If you see the game update log and other posts made by me I've been planning on adding spies for quite some time. (Since July) I'm not going to hold off on a feature that is already delayed because there is a war going on. I've provided plenty of time for everyone to get ready.

  9. The cost to move a board as large as ours off IF is extreme and there is no gurantee that it will work after an IPB conversion. With the way the database is still acting up over there (they still haven't fixed the problem BTW) and the fact that we're already over here and getting settled makes the idea of paying to move the old boards over here really not worth it. We haven't made a final decision as to which boards we are going to stay on, that really depends on IF and if/when they correct the database issue. If we do stay here then the IF boards will be placed as a read-only archive.

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