spies and scout rebalance

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DreJaDe
Posts: 2383
Joined: Sun May 12, 2019 10:19 pm

spies and scout rebalance

Post by DreJaDe »

Scout
-Cost change to 1 turn
-remove invisibility
-affected by camouflage tech
-not affected by terrain -sight penalties
not affected by all-terrain penalties (Optional)

spies
becomes like in aos
cost change to 1 turn
can be squashed by others going to the same tile
TntAttack
Posts: 335
Joined: Mon Feb 22, 2021 5:49 am

Re: spies and scout rebalance

Post by TntAttack »

DreJaDe wrote: Thu Mar 23, 2023 10:42 am Scout
-Cost change to 1 turn
-remove invisibility
-affected by camouflage tech
-not affected by terrain -sight penalties
not affected by all-terrain penalties (Optionally) //Nah

spies
becomes like in aos
cost change to 1 turn
can be squashed by others going to the same tile
I like these changes.

Can the spies' see into carrier be increased to 2? It doesn't make sense that a spy has to reveal themselves if they are going to gain Intel.

Also, for scouts, I'm not sure how accurate this was in real life, but in some games scouts act as a artillery/aa forward observer so I suggest we provide them with an effect or aura that bluffs aa/arty.
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DreJaDe
Posts: 2383
Joined: Sun May 12, 2019 10:19 pm

Re: spies and scout rebalance

Post by DreJaDe »

TntAttack wrote: Sun Jun 04, 2023 10:30 am Also, for scouts, I'm not sure how accurate this was in real life, but in some games scouts act as a artillery/aa forward observer so I suggest we provide them with an effect or aura that bluffs aa/arty.
They already do this though for USA and maybe Britain... Almost everyone can call for artillery in ww2.
TntAttack wrote: Sun Jun 04, 2023 10:30 am Can the spies' see into carrier be increased to 2? It doesn't make sense that a spy has to reveal themselves if they are going to gain Intel.
Well, it's not like the enemy is also a slouch.
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