Rejected Scouts, and their potential.

Jariid

Member
Scouts, spies and other such espionagial activities.

Let's just say that the ol' local is a house for spies and whatnot, intent on keeping their village and what they do there, under wraps. You'd almost assume it's a business enterprise, with their level of the building suggesting the success of their organisation. This is good enough logic for the building.

But, what I dislike is the accuracy and simplicity of the reports. Also there isn't quite enough information regarding the chances of success.

Perhaps, just maybe, you could implement a ball-park estimate style spy report.

Example:

You have a tavern at level 10, and you have 4 spies active. You have an enemy village with a level 5 tavern, and 2 spies.
You send three to check on military installations and capacity for troops. The higher presence of enemy spies will determine the accuracy of the information. With suitable modifiers in terms of certainties and potential the report could be useful or less useful.

The report will be as follows.
Three spies infiltrate an enemy village.
The enemy village has a large farm, with a rather large amount of activity of military personnel. (Accurate numbers will be 1500 spears, 1500 swords and 1000 archers) The spies assume that the level of the farm and the acitivity of the troops, that the amount will be around 3000-5000 infantry within a likely capacity of the farm. But being denied proper espionage due to active enemy agents you will either have a higher ball-park estimate, or a lower one. Secondly the amount of traffic from within the village will be determined by the footprints on the ground, etc. So there will be a activity estimate of how many troops leave the gates each day for example. So in the last 24 hours you can put an estimate on how many troops have left the castle and returned, including an estimate of the last group to leave, with a general estimate of their numbers, should they have been leaving within 20~mins of the spies arriving, while also having a general notion of whether these troops were offensive units, farming units (purely LC for example) or purely defensive units. To give an idea of what these troops were doing.

That's just an example of the vague, yet fun style of spying that will avoid the exact precision of the spy as it is now.

Having 3 spies check out how many troops are moving about and who have left/returned recently to suggest active military action/farming would be a better way than just static information that a trained monkey could acquire.

Thanks for reading again. Hopefully it's not too much to read, as I am interested in having ball-park spying as a way of avoiding perfect spies.
 

Jariid

Member
As a side note, having spies that linger at villages for as long as you want them to, and then reveal information upon their commanded return would be very interesting. Perhaps hard on data-management serverside, but I'd love to see it happen. Also it gives you a reason to keep spies in the village to affect that information accuracy/also have a reason for them to be out alot.
 
Top