Wow! thanks for the detailed post and for the breakdown @AnnanFay
Also, thanks for linking back to the other thread here…
I new it existed and had skimmed it but couldn’t find it so made this one. I thought perhaps I had read it on Discord because you both hang out there as well.
- Agree that time-zones are a problem, and one I have tried to fix with other areas on the game. This Spying stuff is a hold out which is why I would like to update it.
My first thought was to have a random tick per cycle. It encourages players to check their game every tick, but there are a lot of other reasons you might want to check every tick as well. Also, we dont have to do it every 24, we could make it a random number between 36 and 48 hours.
I like the idea of checking in on your game to discover a big reward every couple of days. It would be a shame to lose that.
Right now you get half a point per scanned science per tech level a day. If you make it every 2 days it reduces the impact of spying.
Randomness I agree it sux to get a useless tech, or at least a tech you are not interested in, but on the other side of the coin, its really great to get a hit in the tech you really need!
I quite like C. Having to choose a player to spy on adds flavour, but also reduces the the amount of scanned enemy science around you.
If your enemy is researching weapons, you might choose to improve your banking or manufacturing and rely on your spying to get your weapons up. If they don’t want you to get weapons through spying, they would have to change to something else. hrmm. I’m not sure what a good strategy would be, but it sounds fun.
Also, because you are only spying on one player, you will only get half of one players science, not half of all the players around you. This should put the breaks on how big spying can get at the end of the game.
Also, I think its a bit dumb that you can swap stars with an ally just so you can better` scan their empire for science.
I wish choosing where to place your science was more important.
I don’t expect players to pay a lot more to build science on the far side of their empire, but if you are choosing between 5 different locations that are the same price, it would be nice if 2 or 3 of those 5 were better than the rest simply because they are outside the scanning range of an enemy. I think this is mostly kinda sort of working as intended.
Also, I also like the idea that at some point in the game there is a point where it makes sense to stop building science! But when and for how long? And does it really. I don’t know.
I haven’t played for a while, have people decided its a good idea to stop building science?
I want this feature powerful enough for you to want to continue to research scanning, but not so powerful that you stop building science altogether, (or makes the game completely random)