![]() ![]() But non of them is so good like the original system from you, based on bandwidth. Or maybe give it more slots for envoys to build more networks in the same empire. This wouldn't be so cool, but still not such a heavy nerf to the abilitiys of espionage. And thats really disappointing.Īs a compromise idea, what about adding more assets to a mission to have more impact? Add 5 assets to sabotage three starbases instead of one, or reduce the opinion of another empire by 150 instead of 50. The once smart mechanic with carefull planing is reduced to a simple line of actions like the research system or the GC. You take away all options to make masterfull plans and most of the ability to manipulate the galaxy. And i ask why did this happen? Why take away a cool new option of playing one of the best Sci-fi games out there? I can't really imagine. So, both "nerfs" toghether are devalue espionage by more then a half. If it take some years to rebuild your network to do something similar again, most players would be fine with it i think! At least you knew what would happen if you use all your spynetwork/assets at once. And even with the full loss would be a bandwidth based operation system fully worth it. ![]() ![]() If it's critial you can sacrifice an asset to stop further spynetwork power loss. This is logical from a point of view, but why a "significant" loss? If i prepared it well, the impact should be minimal. But this does mean, that no matter how good you are in spying, you will loose network strenght. I know, the loss of network was already a element of the espionage mechanic and over all i like it. Then another line draw my attention in the Dev Diary:Ĭlick to expand.This is another nerf. You can replace the "Sabotage Starbase" operation with a "Spark diplomatic incident" or "Smear Campaign" operation, the result are after all the same. This would be completely useless! The first would have regenerated until the second is down, the defender would be warned and send his fleet and most likely the complete plan would not be possible. If i had to wait until the first starbase is sabotaged, then sabotaged the second and so on. So normaly i would prepare this carefully, build up my network, collect a good amount of assets with fitting traits and then starting three times the same operation (if i have enough bandwidth) and wait with the final step to procced in all of them, to launch a simultanious strike. But the impact is quite low, if the defender has three starbases, one at a chokepoint and two more at one hyperlane behind. But it removes the real potential of a very cool mechanic.Īs example: The "Sabotage Starbase" operation is quite nice if you want to prepare a war, or influence a war between two other empires. There are many nice words to justify it like "reduction of complexity" or less "mental burden". One of the most interesting and powerfull additions to stellaris (for me even the most interesting one) is nerfed to the ground. This is flat out a HUGE nerf to espionage. Now to the real problem: The removal of parallel operations. The game is already full of them and we are still here! So why? They liked the "complexity" of the original espionage system and are upset that someone obviously think we can't handle more than one operation at a time and unable to differenciate popups from different events. In most posts of various threads i've read, that people don't see any kind of "mental burden" in this concept. It was said, the reason for the changes is to remove "mental burden". The third point is the real problem and there is a reason for me to give it a red color. This is most likely the least controversial point and i think there isn't much about to say. The second point is a direct consequence from the change of numbers and in addition part of the quality and polishing process that accur to all UI elements. So here do i see no problems and the more i think about it the more i can arrange me with this. The naming is of course debatable but thats not really relevant i think. So this is just a streamline from four values to two. The same with spypower what is most likely added to "Codebreaking". So everyone that feared that it's precious spy defense vanished over night can calm down, it just changed it's name. The value itself hasn't vanished it was simply turned into the main defense value "Encryption". So, starting with point one: The removal of counter espionage is at least in my eyes not a real problem. But of course they are interlocked with each other. I'll try to treat this three points seperate. ![]()
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