Infiltration, espionage, sabotage, bribery and countermeasures
#1
Posted 30 May 2012 - 01:38 PM
The purpose of having such abilities is to provide player more option to execute new strategies instead of waging war with numerical advantage. Spy could avert the tides of war with the skills they have as strong factions can be subdued by weak factions while most RTS could barely offer such option.
The abilities of a spy:
1.Tech stealing: from all structures except for tower and other structure without technology.
2. Exposing enemy movement: spies could expose enemies movement as player could react against enemy.
3. Sabotage: spies could sabotage any unit production facility except for some specific structure to stop a structure to produce any unit.
4. Infiltration: Spy could disguise as enemy's civilian or soldier in order to enter enemy's territory and when the time is ripe player could execute plans that would cripple the enemy.
5. Bribery: Spy could bribe soldier or civilian to do their bidding.
6. Control structure: Spy could control certain structure for example: gatehouse with the help from player's soldiers and winning a siege without wasting further time on sieges.
Countermeasures and preventions:
1. Watch tower and outpost: Building watch tower and outpost at the border to detect spy.
2. Spy for counterintelligence: deploying spy on strategic structure to prevent enemy infiltration
3. Heroes for spy detection: Hero was given special ability to expose enemy spy and neutralize the enemy threat.

#2
Posted 30 May 2012 - 02:42 PM
#3
Posted 30 May 2012 - 03:02 PM
Lion.Kanzen, on 30 May 2012 - 01:48 PM, said:
Wildfire Games Programmer
E-mail: fcxsanya at wildfiregames dot com
#4
Posted 30 May 2012 - 08:37 PM
fcxSanya, on 30 May 2012 - 03:02 PM, said:
"You are fooling yourself, Captain. Nothing here is what it seems. You are not the plucky hero, the Alliance is not an evil empire, and this is not the grand arena."
"And that's not incense." - The Operative and Inara Serra
"What you will see, if you leave the Mirror free to work, I cannot tell. For it shows things that were, and things that are, and things that yet maybe. But which it is that he sees, even the wisest cannot always tell. Do you wish to look?" - Galadriel
Clone Marshal Commander Zeta 1127 of the 89th Legion a.k.a. Zachary Skaggs
#5
Posted 30 May 2012 - 09:01 PM
We've talked about this before, and here's a roundup of how I'd see them working:
- The player can see the spy easily enough in his "spy gear" from the player's point of view (POV), but from the enemy's POV the unit looks just like one of their own soldiers.
- The spy can do things like infiltrate a building to see what's going on inside it (vision of the production queue).
- Spies can walk through enemy gates with no problem.
- Assassinate. Costs Metal ("Gold") of course. Cannot assassinate heroes. Takes time to "recharge."
- Bribe--Turncoat: Bribe a unit to your side. Costs variable amounts of Metal depending upon the training cost and rank of the unit being bribed. Sometimes this does not work and the spy is exposed for the fraud he is.
- Bribe--Double-Agent: Bribing an enemy unit to be a double agent gives you that unit's vision/line of sight for X-number of minutes.
- An unsuccessful bribe.
- Dogs. This would make Celts hard to spy on.
- The enemy player clicks on what they think is their own unit, but it does not respond to commands.
- Other spies can see other spies, but units do not auto-attack them.
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#6
Posted 30 May 2012 - 10:18 PM
Mythos_Ruler, on 30 May 2012 - 09:01 PM, said:
We've talked about this before, and here's a roundup of how I'd see them working:
- The player can see the spy easily enough in his "spy gear" from the player's point of view (POV), but from the enemy's POV the unit looks just like one of their own soldiers.
- The spy can do things like infiltrate a building to see what's going on inside it (vision of the production queue).
- Spies can walk through enemy gates with no problem.
- Assassinate. Costs Metal ("Gold") of course. Cannot assassinate heroes. Takes time to "recharge."
- Bribe--Turncoat: Bribe a unit to your side. Costs variable amounts of Metal depending upon the training cost and rank of the unit being bribed. Sometimes this does not work and the spy is exposed for the fraud he is.
- Bribe--Double-Agent: Bribing an enemy unit to be a double agent gives you that unit's vision/line of sight for X-number of minutes.
- An unsuccessful bribe.
- Dogs. This would make Celts hard to spy on.
- The enemy player clicks on what they think is their own unit, but it does not respond to commands.
- Other spies can see other spies, but units do not auto-attack them.
One does not just walk into an enemy base unnoticed, even if he is disguised as one of them im pretty sure he will be spotted and when they try and click on the unit (spy disquised as villager) they will not be allowed and then they will be like "why can i not select that unit... OMFG A SPY!!"
Edited by Sef, 30 May 2012 - 10:21 PM.
#7
Posted 30 May 2012 - 10:26 PM
Sef, on 30 May 2012 - 10:18 PM, said:
Wildfire Games Project Leader
Contact me: michaeldhafer[at]gmail.com
Support Wildfire Games!
#8
Posted 31 May 2012 - 06:15 AM
Erik Johansson [ aka feneur ]
Wildfire Games
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#9
Posted 31 May 2012 - 03:04 PM
Yeah, that's are options I play in Command & Conquer and Starcraft.
The option will be not have the option to create a great amount of spies, the spy/sabotage and more only could be done with one man/woman. Only when this spy is dead you could create another.
#10
Posted 31 May 2012 - 05:54 PM
#11
Posted 31 May 2012 - 07:40 PM
@Lion.Kanzen
Well, if the enemy garrisons his army you won't see it as well and as cavalry is going to be able to run i think this should offer you enough time, if properly scouted with cavalry, to respond
#12
Posted 01 June 2012 - 10:36 AM
My experience is that you recognize spies fairly quick with some experience. Either the unit behaves strangely (non-AI movement), or comes seemingly out of nowhere. My only opinion in this matter is that it should not be neccessary to have a spy to expose other spies. They should be disguised in the color of the territory they reside in, so that player yellow won't expose the red spy in blue territory (because he sees it as yellow). It should be gaian in neutral territory and perhaps some tribes (Celts, Iberians) should become invisible moving close to trees or bushes (while others become invisible standing still in the forest, revealed if enemies come to close).
Perhaps defensive spies should be required to expose the identity of who sent it (you'll never know who sent it unless you have a couple yourself, but you can still kill them manually). Spies should be garrisonable for this purpose.
#13
Posted 02 June 2012 - 01:25 AM

#14
Posted 02 June 2012 - 04:01 PM
#15
Posted 07 October 2012 - 08:47 AM
Lion.Kanzen, on 07 October 2012 - 12:02 AM, said:
Wildfire Games Project Leader
Contact me: michaeldhafer[at]gmail.com
Support Wildfire Games!
#16
Posted 07 October 2012 - 11:12 AM
#17
Posted 07 October 2012 - 01:23 PM
Lion.Kanzen, on 07 October 2012 - 12:09 PM, said:
#18
Posted 07 October 2012 - 01:48 PM
Lion.Kanzen, on 07 October 2012 - 01:30 PM, said:
#19
Posted 07 October 2012 - 02:11 PM
Lion.Kanzen, on 07 October 2012 - 01:57 PM, said:
Edited by zoot, 07 October 2012 - 02:11 PM.
#20
Posted 07 October 2012 - 04:14 PM
however, you can only have a specific number of spies at a time (i'd say 3-5) and, if a spy is detected, all units become hostile to it. though heroes can potentially have a special attack against spies whereby they try to convert them (because its always more useful to turn a spy to your side and make them a double-agent rather than kill them). heroes, as well-taught commanders, would probably be the only ones to have the presence of mind to do this
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