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Unread 2 Feb 2010, 16:49   #1
Dworschi
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another new covop idea

i wanna suggest another type of new covop

"hacking the production" so it slows down for like 3 ticks or something

would maybe increase some tactics there

please discuss
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Unread 2 Feb 2010, 16:53   #2
rUl3r
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Re: another new covop idea

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Originally Posted by Dworschi View Post
i wanna suggest another type of new covop

"hacking the production" so it slows down for like 3 ticks or something

would maybe increase some tactics there

please discuss
Basically this came just up in a chat on IRC between Dworschi and me. He asked if there is such a cov op, and I just thought he had quite a nice idea there.

It´s fairly obvious that slowing down a targets production would add a little more tactical value. While it is already a gamble to land on possible production, this would make closely calculated productions a bigger gamble for a (non-immune) planet as it is at the moment. It would at least be more of a "play it safe or go for maximum output until landing" decision.
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Unread 2 Feb 2010, 18:12   #3
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Re: another new covop idea

/signed
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Unread 2 Feb 2010, 18:51   #4
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Re: another new covop idea

would be neat for it to be a 5 agent minimum with a percent factor like research hack!
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Unread 2 Feb 2010, 19:41   #5
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Re: another new covop idea

Operation Havoc partially does this already, as it targets structures, some of which generate production units.

I'll sign anyway.
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Unread 2 Feb 2010, 21:19   #6
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Re: another new covop idea

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Originally Posted by HellKicker View Post
Operation Havoc partially does this already, as it targets structures, some of which generate production units.

I'll sign anyway.
Yeah, but you can't guarantee it hits factories. Actually the chance to hit factories is usually pretty small because of FCs/mines. Which reminds me about my havoc targetting system idea I never posted.
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Unread 5 Feb 2010, 03:05   #7
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Re: another new covop idea

god no. lets remove covop rather than adding more useless shit to that part of pa.
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Unread 5 Feb 2010, 03:42   #8
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Re: another new covop idea

Your opinion has nothing to do with KISS, Wishmaster, and you know it.
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Unread 5 Feb 2010, 09:59   #9
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Re: another new covop idea

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Originally Posted by Mzyxptlk View Post
Your opinion has nothing to do with KISS, Wishmaster, and you know it.
BS. alot of things can, and SHOULD be removed from the gameplay.
Things that add so little, yet just makes it harder to get into.
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I would give me right testicle to be in a gal with you wishmaster!!! wonder if thatd be enough to bribe spinner with hmmmm
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Unread 5 Feb 2010, 12:17   #10
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Re: another new covop idea

yeah lets just leave the issue fleet orders button there and give everyone the equal number of ships
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Unread 5 Feb 2010, 14:10   #11
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Re: another new covop idea

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Originally Posted by Linkie View Post
Yeah, but you can't guarantee it hits factories. Actually the chance to hit factories is usually pretty small because of FCs/mines. Which reminds me about my havoc targetting system idea I never posted.
But if you do hit factories while the guy is prodding to selfcover incs, the effects may be devastating. ciyf.
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Unread 5 Feb 2010, 15:14   #12
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Re: another new covop idea

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Originally Posted by rUl3r View Post
While it is already a gamble to land on possible production, this would make closely calculated productions a bigger gamble for a (non-immune) planet as it is at the moment. It would at least be more of a "play it safe or go for maximum output until landing" decision.
Just a random thought, but I think it should be more difficult to become immune against covert operations directed to hurt a massive production package than it would be to protect a small production unit: hence, possibly making it less possible to shield a large production unit, or, at least make it security-wise quite expensive to do so. I like the idea though, with a little development it might provide quite a tactical element into the game - as long as it's not either too easy to become immune to it or too difficult to do so. Heh.
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