Spy in Enemy Nuke?
Spy in Enemy Nuke?
Does this do anything at the moment??
An idea: let it reveal the nuke target on the next nuke strike. So you get a few seconds advance warning of where exactly you are going to be hit.
An idea: let it reveal the nuke target on the next nuke strike. So you get a few seconds advance warning of where exactly you are going to be hit.
- Murto the Ray
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Nothing at the moment.
Personally i think the spy is good where it is. A few well timed spies can power down the enemy long enough to launch your own nuke, or to destroy theirs. Adding a little feature like this wouldn't be OP or really skew the game much. But i do think it would be redundant since there is already so much you can do with spies that can have a similar/better effect on the game.
Personally i think the spy is good where it is. A few well timed spies can power down the enemy long enough to launch your own nuke, or to destroy theirs. Adding a little feature like this wouldn't be OP or really skew the game much. But i do think it would be redundant since there is already so much you can do with spies that can have a similar/better effect on the game.
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Linked to the other topic:
Thief/Hijacker could steal money (refinery), tanks and perhaps vision (if sent into radar dome, either resetting it or adopting the opponents vision for X seconds). Also perhaps if they go into tech centre they steal the ability to build a special unit?
Spy could go into: barracks/WF/shipyard/airfield for ranked units + radardome to disrupt vision + powerplant to disrupt power + tech centre for ...? + Nuke/Iron for .... ? + Construction Yard for .... ?
In other words: before we didnt want the spy to enter more buildings becuase it would get OP. However, if we convey the moneystealing ability to the thief then it opens up possibilities.
Thief/Hijacker could steal money (refinery), tanks and perhaps vision (if sent into radar dome, either resetting it or adopting the opponents vision for X seconds). Also perhaps if they go into tech centre they steal the ability to build a special unit?
Spy could go into: barracks/WF/shipyard/airfield for ranked units + radardome to disrupt vision + powerplant to disrupt power + tech centre for ...? + Nuke/Iron for .... ? + Construction Yard for .... ?
In other words: before we didnt want the spy to enter more buildings becuase it would get OP. However, if we convey the moneystealing ability to the thief then it opens up possibilities.
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Consider supporting OpenRA by setting a bounty or by donating for a server
i would go even so far to tone him down a notch ...Murto the Ray wrote: ↑Nothing at the moment.
Personally i think the spy is good where it is. A few well timed spies can power down the enemy long enough to launch your own nuke, or to destroy theirs. Adding a little feature like this wouldn't be OP or really skew the game much. But i do think it would be redundant since there is already so much you can do with spies that can have a similar/better effect on the game.
- Make him only powerdown the powerplant he entered ... instead "all" of the powerplants (being the cause of an instant powerdown)
i could still make him go into low-power with a higher chance by entering several powerplants ... using more then one spy at a time
- he is stealing always "half" of the ressources that a enemy has ... and if the ressources are < 500/250 he still gets his own value out ...
i think we should put there a maximum limit of what he can steal ... twice his value 1000/500 would be good enough considering that its so easy to steal money ...
you hardly need to disguise him to steal ... just put him in a jeep ... drive up to a enemy-refinery .... boom
- AoAGeneral1
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The spy is a powerful unit if used correctly. But I don't think it needs to be toned down since dogs are not being used.
Due to the bugged nature of the dogs they are not used at all. However, you can have a few sitting around in your base and they will kill the spy quickly due to their leap mechanic. This can turn into dogs camping near refineries, production facilities, a few power plants, and etc. So it makes sense that putting one into a power plant would power them all down. But because dogs are not being used this causes an issue that makes spies even stronger.
Due to the bugged nature of the dogs they are not used at all. However, you can have a few sitting around in your base and they will kill the spy quickly due to their leap mechanic. This can turn into dogs camping near refineries, production facilities, a few power plants, and etc. So it makes sense that putting one into a power plant would power them all down. But because dogs are not being used this causes an issue that makes spies even stronger.
I have found dogs useful against early game rushes. If enemy troops are all attacking a building then a dog can take them out.
I have also experimented a little bit with iron curtained APCs containing dogs. If the enemy troops are all attacking the APC then they aren't targeting the dogs. You may get a few kills.
I have also experimented a little bit with iron curtained APCs containing dogs. If the enemy troops are all attacking the APC then they aren't targeting the dogs. You may get a few kills.
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+1 This seems to follow the principle of least surprise. It is what most players would expect to happen if you can sneak a spy into a Nuke Silo.zinc wrote: ↑I think in RA2 it would reset the timer on nukes or chrono/iron curtain?
- RadicalEdward2
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It should still be allowed though. As cheap of a strat it may be, it shows which commanders are smart and which ones aren't.
Plus, it would give the Spy and actual purpose outside of unlocking free promotions.
At the same time, it should also be able to reset the timers of Iron Curtains, Chronospheres, and (to make this even more interesting) reset the GPS Satellite launch timer if it's sent into an Allied Tech Center.
With a Spy being able to infiltrate Silos, it could also help a commander distinguish if a French commander deployed a decoy Silo (by showing if it it can't be entered).
That feels like it's too meta for me. It's be way nicer to have the spy not be consumed when entering the fake building, but rather have him come out again and have the FAKE text show up when you click on the building.RadicalEdward2 wrote: ↑ With a Spy being able to infiltrate Silos, it could also help a commander distinguish if a French commander deployed a decoy Silo (by showing if it it can't be entered).
- RadicalEdward2
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That works too.DrLuke wrote: ↑That feels like it's too meta for me. It's be way nicer to have the spy not be consumed when entering the fake building, but rather have him come out again and have the FAKE text show up when you click on the building.RadicalEdward2 wrote: ↑ With a Spy being able to infiltrate Silos, it could also help a commander distinguish if a French commander deployed a decoy Silo (by showing if it it can't be entered).
Also, what's the difference between Brit Spy and Spy?
- MustaphaTR
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Cost.RadicalEdward2 wrote: ↑That works too.DrLuke wrote: ↑That feels like it's too meta for me. It's be way nicer to have the spy not be consumed when entering the fake building, but rather have him come out again and have the FAKE text show up when you click on the building.RadicalEdward2 wrote: ↑ With a Spy being able to infiltrate Silos, it could also help a commander distinguish if a French commander deployed a decoy Silo (by showing if it it can't be entered).
Also, what's the difference between Brit Spy and Spy?