To all SSC Station occupants
Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.
Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.
-D1-
spies will be unites that the other player thinks is his. eg player Alpha trains one of his populace into a captain, however this unit is in reality owned by player Beta, player Beta lets player Alpha use this unit as if it his own. From this player Beta gains info on troop movement. When Player Alpha places what he thinks is his captain next to one of his nobles, player Beta blows the spies cover and attempts to assassinate the noble. note: re the labs, if player Alpha uses and trains the spy unit as a scientist in a lab, player beta will secretly gain the tech researched.
I see no reason to let spies be caught before they have blown their cover. Players will of course be suspicious of all their units, probably only trusting their oldest units. They may suspect a unit as spy, and they can of course execute a unit they think is a spy, but they will not be sure. The only unit that can not be a spy is the noble, hence this will encourage more use of this unit (as a sub note- a very rare tech, shape change, allows your spy units to [if they succeed in an assassination] take the place of a unit, so they may become a noble without the target player knowing, the target will think his noble avoided an assassination and the assassin was killed). Also note, a unit you train as a spy may already be a spy! these units are referred to as double (triple...) agents and their true allegiance will be to first faction that trained them.
spies in a space ship crew can: 1) steal the ship (ship captain); 2) sabotage/destroy the ship (engineer); 3) sabotage the ships attack/defense rating (gunner/pilot)
post scriptum, I am not yet sure if the guild will get involved in spying, but if it does, it will be for financial purposes (i.e. selling its spies to other interested parties)
spies in a space ship crew can: 1) steal the ship (ship captain); 2) sabotage/destroy the ship (engineer); 3) sabotage the ships attack/defense rating (gunner/pilot)
I like this a lot and especially letting them gather info and rank in the other players army. Nice touch.