assault: Improve chance for spies sneaking ashore undetected
Spies assaulting a foreign sector have only a 10% chance to evade detection, regardless of efficiency. With odds like that, players basically don't bother. All the other spy detection checks use LND_SPY_DETECT_CHANCE(eff), which gives 100% spies a 90% chance to evade detection. That's perhaps a bit to good here, so let's try LND_SPY_DETECT_CHANCE(eff/2). A 100% spy now has a 40% chance to sneak ashore undetected. Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
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2 changed files with 8 additions and 6 deletions
10
info/Spies.t
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info/Spies.t
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@ -13,16 +13,16 @@ If a spy is caught by a friendly or neutral country, the country will get a
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message that a spy was spotted in their country. If the spy is caught
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by a hostile or at war nation, the spy gets shot on the spot. The chance
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of getting caught while marching about is inverse to the efficiency of the
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spy. So, at 100%, a spy has a 10% chance of getting caught. at 10%,
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spy. So, at 100%, a spy has a 10% chance of getting caught. At 10%,
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a spy has a 100% chance of getting caught. Thus, you want efficient spies.
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.s1
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Spies are also very fragile. If they are caught in any kind of combat,
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shelling, bombing, etc. and take ANY damage at all, they die.
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.s1
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Spies may also be snuck on shore via ships using the "assault" command. If
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you assault a sector using just spies, they have a 10% chance of making it on
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shore without being spotted (no matter what their efficiency). If spotted,
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the same rules apply for how a spy is dealt with. If you mix spies and mil,
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Spies may also be snuck on shore via ships using the "assault"
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command. If you assault a sector using just spies, a 100% spy has a
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60% chance of getting caught, which increases to 100% for a 20% spy.
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If you mix spies and mil,
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the spies must fight just like normal units. And, since any damage they take
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kills them, this is very risky usage of spies.
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.s1
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@ -202,7 +202,9 @@ sneak_ashore(struct combat off[], struct emp_qelem *olist,
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llp = (struct ulist *)qp;
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lp = &llp->unit.land;
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rel = relations_with(def->own, player->cnum);
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if (chance(0.10) || rel == ALLIED || !def->own) {
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if (rel == ALLIED || !def->own
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|| !chance(LND_SPY_DETECT_CHANCE(lp->lnd_effic / 2))) {
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/* eff/2 because this is hard */
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pr("%s made it on shore safely.\n", prland(lp));
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} else {
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pr("%s was spotted", prland(lp));
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