 |
Spies & Diplomats - Units or Abstracted?
This poll is closed. |
| Units! Spies and Diplomats are fun to play with! |
   |
5 |
25.00% |
| Abstract it! Spies suck and Diplomats annoy me! |
   |
15 |
75.00% |
| Total: |
20 voters |
100% |
|
|  |
 |
|
Velociryx
|
 |
of Candle'Bre
Apr 1999 time: 05:23
|
|
Here's a good topic for discussion as I draw closer to putting the wraps on the New and Improved Diplomacy and Espionage models:
Where spies are concerned (and by extension, all non-combat units in this version of the game), would you rather see spies as in-game units, represented on the map that you have to move around in order to get them into position for use, or would you rather see an abstracted system for handling these units.
I've got cool ideas for both, and currently have left it open-ended enough that I can go either way with it, so I thought I'd shop around for some ideas here before putting it into something resembling final form.
There are only two kinds of non-com units in this version of the game. Heralds (read: Diplomat) and spies (read: spies).
If we opt for making them units, that's cool, but it DOES change their functionality and role. It also, in some respects, makes them harder to utilize. The upshot here is that there's active player engagement with each use.
If we opt for abstraction, what I had in mind is an espionage window that would put you in the role of the spy master. You've got x spies, you've got your spy network that has (variable) experience with certain types of missions, and win-loss ratios vs. other factional spy networks. Also engaging, but in a different way.
So....just polling for opinions before applying the final coat of paint....
-=Vel=-
|
|
|  |
 |
|  |
 |
|
pg
|
|
abstraction is way better for almost everything! i really think the way spies operate they should be abstract or have a whole different operating system(read: you shouldn't put them on the same map as say armies). the way civ does spies i never understood. spies are on a whole different level than practically every other unit and thus require whole different rules, and the environment that comes with it.
|
|
|  |
 |
|
JMarks
|
 |
formerly known as the artist
Mar 2000 time: 05:23
|
|
Will no one defend the unit concept?? Then I shall!
First of all, spies and diplomats ARE (I repeat ARE) military units. Granted, they don't serve the exact same function as soldiers and whatnot, but they are at the same level in my book, that is a means to an end. Also, abstraction in this arena ends up who has the most gold and whatnot to flip the bill, while including units will add the dimensions of when and where. Plus, with units, an espionage screen and spy network displays would still be needed to reduce MM and to execute orders.
Also, as said before, better connection to the game world is a bonus you just don't get with abstraction. Plus, I've had my fill of abstract this and that concerning this area, while a good units system (which would NOT resemble civ 2) would be in order.
DOWN WITH THE BOERGOISE IDEALS OF ABSTRACTION!!!!
Sorry, Fall Break is getting to me. 
|
|
|  |
 |
|  |
 |
|
cyclotron7
|
 |
Drowning in Schnitzel
Jan 2001 time: 21:23
|
|
I think I see. I like espionage better abstracted, but you could use units when planting your spy, like this:
Steps for successful espionage:
1) Plant your spy in the provincial capital. Sounds easy, don't it? Well, there are a variety of ways to do this: Trade, Military, Diplomatic, and Infiltration.
- Trade: Your spy masquerades as a merchant or mercahnt's guard of one of your caravans to the target province. You train a spy unit, and he stacks with your caravans (abstracted or unit, whatever). When the caravan reaches the capital, your spy can be planted. This method of planting agents is easy and pretty foolproof, but you can only use it on provinces you have a trade route to and your agent won't be planted at a very high level of society... thus, he will be able to survey the land, spy on troops, etc., but higher level functions may be restricted to him.
- Military: Your military has the option of plundering a provincial capital it can take but cannot keep (I just made that up). If this is done, and a spy unit is stacked with your units, your spy is sucessfully planted anywhere you care to plant him. Your planted spy could be playing as a backcountry noble that fled to the capital to escape your troops, etc. The advantage is that your spy will have access to all functions because of his high position; the downside is that the spy has a higher likelyhood of being subsequently captured after missions or being ferreted out. Oh, and the fact that your military plants him means that you can't use this on anybody you aren't at war with.
- Diplomatic: Your spy pulls strings, sends bribes, and generally cons his way into high society with the help of another one of your agents. This method costs much more and can only be used when the target province has a bordering province with one of your spies planted in a high position there, but it has a low chance of failure and does not require your spy unit to move into enemy territory (he simply goes there with a letter of introduction from his rich noble uncle, or something like that, who is actually your other neighboring spy).
- Infiltration: Screw subterfuge. Your spy sneaks over the border by himself and makes his way across enemy territory into their provincial capital. On the plus side, you can do this to any province, it costs very little, and it's not likely to fail (assuming he actually makes it there), but you have to get the spy unit there without anybody seeing it and the spy won't be in high enough circles to use his more high-level powers.
And so on, while abstraction is used to actually handle his functions after he is planted.
|
|
|  |
 |
|
Eli
|
|
Israel
Jul 2000 time: 07:23
|
|
Abstracted.
It will be easier to implement and use lots of cool stuff(like the networks you mentioned) this way.
|
|
|  |
 |
|
H Tower
|
|
i've got to vote for abstraction.
|
|
|  |
 |
|
Capt Dizle
|
|
micromanagement gets a bad rap. Moving a zillion units ala Civ3 without resonable management tools is work not fun. But moving is part of the essence of gameplay. Use units but make movement pointed and fun and create useful tools for managing units.
|
|
|  |
 |
|
ravagon
|
|
Australia
Sep 1999 time: 13:23
|
|
I was rather fond of the way IG2 implemented spies. Basically they were individuals of different races with various characteristics defing their specialties. Mission profiles were selected from a list and the success of the mission itself was determined statistically for a variable duration depending upon the task.
Hence it was basically a statistical model but with enough of an individual character to the whole deal.
This sort of system of course would have to depend on the particular mission profiles available. For instance - Is there actually going to be any semblance of specfor operations on a tactical battlefield level?
Such missions would probably be far better represented by a full unit model - ie: forces have to be in place on a tactical basis to be used thusly, rather than a player having the luxury of throwing a full-fledged black op against anybody anywhere anytime from a strategic perspective.
|
|
|  |
 |
|
cyclotron7
|
 |
Drowning in Schnitzel
Jan 2001 time: 21:23
|
|
I guess my main problem with using units for spy functions, as opposed to just planting them or something, is not so much the MM as the mental gap between military and spy units. I, at least, expect units of everything to be pretty much similar in certain, basic aspects.
For example, a unit takes up space. A unit exerts control over a tile by being present in it, which means the unit is large enough to exert exclusive control over the tile. Even a caravan is a large group, so it fits in with the idea of units. A spy, on the other hand, is one person. It's hard to make the logical jump that one person exerts control over this entire tile, which is inferred by the unit idea. In my mind's eye, one person should not have power such that it controls an equal area to a military unit, and excludes other units from that miles-wide tile unless a military action is done.
For example, if I am at peace with somebody, theoretically with spies a la Civ2 I could make a wall of them and stop any units from passing. I could just use a few to block key roads in my empire so nobody else could use them. Could one person really block a road? Could a concentration of spies of about 1 per few square miles wall off a province from enemy units? The answer, obviously, is no.
So, MM or not, I don't see units as a viable alternative.
While we are on the subject, I don't see MM as bad, just unnecessary MM (as I said in a previous post). MM that is useful, like moving military units, is good MM. I wouldn't want to abstract battle.
|
|
|  |
All times are GMT. The time now is 05:23. Apolyton Time is 00:23. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|