empserver/info/Spies.t
Markus Armbruster 4b3b133183 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>
2017-08-06 20:09:18 +02:00

38 lines
1.6 KiB
Perl

.TH Concept Spies
.NA Spies "How spies work"
.LV Expert
.s1
There is a land unit type "spy". These can be very valuable land units
to have wandering around the planet...
.s1
Spies are very special land units. They are able to march into any sector
(owned or unowned) and look about. Of course, if you are marching in unallied
territory, there is a chance you will get caught.
.s1
If a spy is caught by a friendly or neutral country, the country will get a
message that a spy was spotted in their country. If the spy is caught
by a hostile or at war nation, the spy gets shot on the spot. The chance
of getting caught while marching about is inverse to the efficiency of the
spy. So, at 100%, a spy has a 10% chance of getting caught. At 10%,
a spy has a 100% chance of getting caught. Thus, you want efficient spies.
.s1
Spies are also very fragile. If they are caught in any kind of combat,
shelling, bombing, etc. and take ANY damage at all, they die.
.s1
Spies may also be snuck on shore via ships using the "assault"
command. If you assault a sector using just spies, a 100% spy has a
60% chance of getting caught, which increases to 100% for a 20% spy.
If you mix spies and mil,
the spies must fight just like normal units. And, since any damage they take
kills them, this is very risky usage of spies.
.s1
You may locate spies using the "llookout" or the "spy" command.
.s1
Use your imagination on how to eradicate errant spies. ;-)
.s1
Submarines may carry up to two spy units.
.s1
When unloaded from a ship, spies are not given over to the owner of the
sector as other units are.
.s1
.SA "lboard, bomb, fire, spy, llookout, LandUnits"