Balance Mod Intel |

Me and a friend comes together almost once every week to play a lan game of Balance mod. In one of the first games we played we discovered that Intel can be devistating if not prepared for it. When he saw his Intel is working he stopped researching and just build more intel centres. Not one of my ships would reach its destinations either because it has n supplies or their route was changed.My research did not progress cause he interupted my projects and frequently just stole my research.He broke my spirrit and I surrenderd. The second Game he tried it again but this time I was ready for him or so I thought. We were head to head with our intel levels and as I am more of the sending in the ships blazing type of guy I left my spies on defens so that he cant interupt my orders. But still he mange to break through time after time. We checked and we had exactly the same racial traits and goverment type. I feel that the defending spies must get a defense modifier otherwise it is all about an intel race. We now always play with disabled inteligence. I think a defending spie should be able to stop two attacking spies. This way the guy that still wants to kill with his intel will just have to built up quitly and when he is sure, hit the other guy hard. The defending guy can then still scrap some buildings to buy intel centres but he will get hurt alot. I don't like it playing with the intel off cause now you lose a whole other dimension to the game that you also had to think off but the current ratio is not working...
Cant wait for BM1.17 but most off all I cant wait to see the first ver of the nova mod.

Re: Balance Mod Intel
For v1.17, I'm increasing the cost of intelligence projects across the board to drop the number of projects that are being attempted per turn.
Defense points are weighted 5:1 versus attack points, but if your opponents can drain all your defense resources and still have points left over, you can get into trouble. The above change will provide more insulation for these situations by dropping the "no defense" success rate for a project and the fact that less intel attacks can be carried out per turn.
A two player game can sometimes be misleading. Since you're the only target for your friend, he can just build up Intel Centers and know that you'll have to do the same. Kind of like if you focused solely on fighters and seekers, your opponent would have to go heavy on point defense. But if you're the bigger empire and have more resources, you'll eventually overwhelm hum regardless. However, if there's more players then you can't focus all your resources on your opponent and the 'overwhelm' strategy loses some steam.
Re: Balance Mod Intel
Kwok have you ever considered to make the success rate of the intel project dependend of the empire score: the bigger the attacked empire is, the higher the success rate! A small empire would IMO be much less prone to intel attacks than a large one.




Re: Balance Mod Intel
Sorry for the spelling