Lord Xaar Posted November 6, 2004 Report Share Posted November 6, 2004  Espionage is in! If you place spies (characters of the Special Agent type) on another player's world, they may conduct espionage activities. Lifeform features, installations, presence of alien agents on the world, planet comparison to your homeworld, rank of leaders involed and much more factor in to the success chances. It is possible to lose your spies, gather valuable intelligence information, sabotage installations, assassinate enemy leaders and more. Alliance settings are ignored, so you can place spies on your ally's worlds and they will function normally (preparing to break that alliance...?). Be aware that this can cause trouble for your supposed ally. It sounds like there will be a random chance of performing any one of these actions without being able to specify which actions to attempt. I may want to be able to conduct basic intelligence-gathering without trying to commit sabotage or assassination… Is there a mechanism planned to guide these activities? It would be great to be able to place an agent on a world of an Empire you are at war with and have that agent attempt to create havoc. It seems reasonable that assassination or sabotage could have lower success rates since they are very risky activities. While simply placing an agent to observe lifeform features or scout installations might not be as risky. (Though that small, four-armed, feathered guy with the beak in the trench coat and fedora does look mighty suspicious now that you mention it…) How about learning what tech the Empire has or is currently researching? What items are in stockpile in a pop group? Getting a NUD of one of their ships? (as someone suggested elsewhere – though this would be one of those hard tasks…) Lastly, is any world with a target empire’s pop group (even a totally empty one) sufficient for gathering info? Glad to see this and other changes! -LX Quote Link to comment Share on other sites More sharing options...
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