This is a recovered post, originally by korexus atTue Aug 25, 2015 8:59 pm
I've been reworking the missile phase for intermediate games. Currently the missile logic goes like this:
* EFF (or 3/4 EFF)% chance to hit the province at all.
* DEF * 10% chance to hit DEF
* Otherwise hit ARM, PIK, ARC, KNI, CAT or SPY with chance proportional to numbers in province.
It just doesn't seem right that spies are in this mix. It feels that either spies shouldn't be a target - because they're not with the fighting troops, or everything should be - but if missiles destroy POP and WOK then the balance shifts significantly.
I'm wondering about (in intermediate games) removing spies as a missile target, but adding the ability for spies to take out other spies. Either with a new "assassination" operation, or by allowing defensive spies to die on the counter espionage roll. The former is cleaner, but adds an extra operation. The latter could give early OOP players a big advantage, athough maybe not if the opponent's spies are spread out...
Any thoughts?
Spies and missiles.
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