Ticket #47563

spies should be rebalanced ?

Date d'ouverture: 2023-03-11 23:48 Dernière mise à jour: 2023-04-09 21:47

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Ouvert
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5 - moyen
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5 - moyen
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Détails

I find Spies too powerful compared to their very low cost, and their persistence after acting (and safe teleport to nearest city !).

It is possible to send many spies and reduce a city to size=1 in one turn, and most of the spies will survive.

Something like :

  • cost=150 (diplomat 30 + marine 60 + paratrooper 60 )
  • poison chance is divided by 2 after trying poison (/4 for 2 attemps, /8 for 3 poisoning in the same turn ...), and the malus slowly deacrease (sth like base_chance *= 0.5 for each poison, and base_chance += 0.1 each turn, so in 10 turn we are back to normal)
  • spy stay where they are and do not magically teleport to our nearest city, or at least teleport_home is very unlikely (the bad guys know james bond has done something and try to kill him)

Ticket History (3/4 Histories)

2023-03-11 23:48 Updated by: alain_bkr
  • New Ticket "spies should be rebalanced ?" created
2023-03-22 13:48 Updated by: bard
Commentaire

Reply To alain_bkr

I find Spies too powerful compared to their very low cost, and their persistence after acting (and safe teleport to nearest city !). It is possible to send many spies and reduce a city to size=1 in one turn, and most of the spies will survive. Something like : * cost=150 (diplomat 30 + marine 60 + paratrooper 60 ) * poison chance is divided by 2 after trying poison (/4 for 2 attemps, /8 for 3 poisoning in the same turn ...), and the malus slowly deacrease (sth like base_chance *= 0.5 for each poison, and base_chance += 0.1 each turn, so in 10 turn we are back to normal) * spy stay where they are and do not magically teleport to our nearest city, or at least teleport_home is very unlikely (the bad guys know james bond has done something and try to kill him)

I never knew exactly all the rules and chances related to spies and I never tried to rebalance them when I was working on civ2civ3, but I agree some of them look a bit overpowered, like the possibility to sabotage alone units (damage 50% of the target HP).

When the target is a city, it is always possible to protect it with other spies, because an attacking spy must defeat them one by one before performing an offensive action. Also, in civ2civ3, the culture acumulated by a city gives a bonus to the chances of winning a spy vs spy battle.

There is also a server setting, available to be changed by any player at the start of the game, that allows to reduce the base chance of success of a diplomat/spy action.

1) Increasing the cost seems a good way to rebalance, but it would make diplomats better to perform certain actions due to the lower cost. I'd prefer a balance where both diplomat and spy can cost the same.

2) I think there are already ways to adjust the power of agents without the need to change the freeciv code, specially with the new modability of agent actions in the latests versions.

3) This is one of the things that is now possible to adjust in the ruleset, at least for some actions: whether the spy escape to nearest city or don't.

(Edited, 2023-03-25 10:46 Updated by: bard)
2023-04-09 21:36 Updated by: alain_bkr
Commentaire

Reply To bard

Reply To alain_bkr

1) Increasing the cost seems a good way to rebalance, but it would make diplomats better to perform certain actions due to the lower cost. I'd prefer a balance where both diplomat and spy can cost the same.

  • At least increase cost to 60, like military unit : phalanx costs 20 and have the same attack power 1 than warriors (cost 10). The cost difference is due to defense value, which is higher.
  • In the beginning of the game, building a diplomat is a real burden, it needs many turns, when one would prefer to build settlers or units or improve cities. Whereas when one reach 'spy', the city production is high, and building one spy in one turn is easy (even 2 per turn with MFG. plant).

3) This is one of the things that is now possible to adjust in the ruleset, at least for some actions: whether the spy escape to nearest city or don't.

I read somewhere that 'poison city' is not 'aggressive' , which i suppose do not cause 'diplomatic incident'.

I don't know how difficult it is to change that, but at least i would prefer something like :

  • if failed -> the opponent has killed our spy -> they know who attacked them -> 'diplomatic incident'
  • if spy succeeded , maybe it was seen and identified = do another %success for avoiding incident
(Edited, 2023-04-09 21:37 Updated by: alain_bkr)
2023-04-09 21:47 Updated by: alain_bkr
Commentaire

I just discovered #46239 , i don't know if this could explain the behavior i don't like.

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