slight improvement to contra's

ok so you know how people try to sabotage your stuff and even when you have 6 contra spies its still like "yeah you caught the dude but he still blew your stuff up meaning that you now gotta fix your reactor for 11 hours meaning that in terms of attrition you still lost, bummer eh?

i think thats weird, so what i propose that when spy reports happen contra spies "act" first basically it works in turns of sort, when the report happens your contra gets his 50/50 first to catch the enemy spy first, and if he hits his mark the enemy spy never gets his turn, meaning, that nonsense like "enemy spy goes rambo aviods like 7 contra's protecting your city and bombs your reactor and only then get caught" doesnt happen, so basically contra's need to miss their 50/50 to catch the enemy spy before he gets his chance to do his 50/50 in short, aviod your contra BEFORE tryng to bomb stuff instead of succesfully bombing stuff and then get caught costing him 15k and you several hours and if they hit a reactor 11 hours and a load of resourches, i mean the entire point of counter intelligence is to identify enemy spies and catch them before they succeed in their assignment, because just like in the game, and IRL also, catching the saboteur after he was succesfull makes it pointless

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Employing economic and military spies is really helpful towards the middle of the game and onward. Typically, I've hit a bunch of capitals and Im flush with cash and the map starts to form up into multiple coalitions. Anyway..at this point of the game, flush with cash, the best way to use that extra cash (assuming you can't purchase goods/food anymore) is to put a bunch of spies in the core countries that are producing whatever that map is short of. So wheat or goods or whatever is going to hurt your enemy or future enemy the most.

I typically put multiple spies in each of these countries. So you may have 5 counter spies but if I have 3 economic and 3 military than there is a really good chance one of my spies is going to be successful each round. In the example above you have to consider that the news reports, etc. aren't telling you how many spies are in each country. You might have 6 counter spies but your enemy (or multiple enemies) may have a few each. I'd say its hard to catch spies in real life before they act. After they act its typically easier to catch a spy in real life.

Whatever the equations they use to catch spies or to see if they actually do anything can't be 50/50. That would be too easy. Looks like to me that only one spy is ever successful in any one area. Perhaps there has been another post on this that someone can point us to explain the mechanics of how the game figures out if and when a spy is successful.

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