- Power Plants: Power outage for X seconds.
- Any production facility (Construction Yard, War Factory, Barracks, Airfield, etc): Auto-cancels and pauses all further construction progress for the type of unit the infiltrated facility makes for X seconds.
- Radar Dome: The owner of the Dome shares vision with you (one way) for X seconds and has his shroud/fog reset. Radar is disabled for the infiltrated player during this time.
- Missile Silo/Super Weapon: Nuke/Super Weapon progress reset and paused for X seconds.
- Defensive Structure (Turret, Tesla Cannon, Gap Generator, etc...): Infiltrated structure is hijacked, attacking or otherwise working against its owner and allies for a brief period of time. Units in a pillbox are assassinated.
- Tech Center: If infiltrating a Soviet tech center you can build the Iron Curtain. Otherwise you disable the enemy's GPS Satellite for X seconds or reset and pause its progress for X seconds if it hasn't yet launched. All units and structures with the Tech Center as a prerequisite are cancelled and can't be built for X seconds.
Spy Infiltration Effects
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Spy Infiltration Effects
I'm sure a couple of these are already in the works:
Last edited by Surrealistik on Thu Jan 17, 2013 5:43 pm, edited 6 times in total.
- BaronOfStuff
- Posts: 438
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For infiltrating TC's, I really would mind going down the RA2 route (as much as I dislike so many aspects of the game) and allowing construction of special units from Barracks and War Factory. What units? Erm, new ones.Surrealistik wrote: ↑ [list[*]Tech Center: If infiltrating a Soviet tech center you can build the Iron Curtain. Otherwise you disable the enemy's GPS Satellite for X seconds or pause its progress for X seconds if it hasn't yet launched.
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Haven't thought that through yet though.
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