38 lines
1.7 KiB
Perl
38 lines
1.7 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, they have a 10% chance of making it on
|
|
shore without being spotted (no matter what their efficiency). If spotted,
|
|
the same rules apply for how a spy is dealt with. 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.
|
|
.sq
|
|
.SA "lboard, bomb, fire, spy, llookout, LandUnits"
|