Page 1 of 1
Spies
Posted: Tue Mar 15, 2016 3:01 pm
by donb
Hello, some thoughts on spies:
Spies are too cheap and take no time to produce. A spy is a million times more usefull than a rifleman or rocketeer and makes no sense to be able to produce hordes of them. In addition allies must be able to detect them in some way (maybe tanya at least).
Thanks to all devs for your hard work all these years, i always return to openra when i need my RTS fix.
Posted: Tue Mar 15, 2016 3:49 pm
by Murto the Ray
Hey! some topic of balance are being discussed here -->
http://www.sleipnirstuff.com/forum/view ... 82&t=19498 <-- if you would like to get involved
[/url]
But to retort your argument; spies aren't exactly cheap, 500 is expensive for an infantry unit.
But i see what you are getting at: you can pay 500 for a spy and get more than that back or get some kind of advantage (such as veterancy/power down opponent) which affects the rest of the game.
However. Spies are hardly ever unstoppable; as long as someone is vigilant enough they will always be able to spot spies and take them out before they do anything. This results in the opponent losing out on infantry build time, resources and has spent time to micro that spy. Ergo spies work less players that are better.
My advice would be to get better at macro so that you can focus more on these things.
Posted: Tue Mar 15, 2016 5:33 pm
by GoldenHippo
Posted: Tue Mar 15, 2016 8:28 pm
by Murto the Ray
whoops

Re: Spies
Posted: Sun Mar 20, 2016 9:50 am
by zinc
donb wrote: ↑In addition allies must be able to detect them in some way (maybe tanya at least).
I did suggest being able to send a spy into a pillbox for auto detection, but people didn't seem to like that idea.
Pillbox used to be able to take 5 people i think. Why the reduction?