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Unread 14 Mar 2023, 22:13   #1
lokken
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Lightbulb Improve cov ops and scanners

So I played r100 for a one off and one thing that annoyed me was cov ops and scanners. It's become more of a token feature where a few obsessives use it to get as many cov ops / quests as possible without ever having more than a cursory impact on the game. Scanners also get precious little reward for a lot of effort.

What I think would be good would be to have some extra cov op researches that you can only use once you've got to the end of the scan and cov op tech trees. Some ideas would be:

- bring back hotwire cov op to steal ships
- EMP storm to temporarily make dists useless / less effective
- a disrupt ETA cov op to knock back live fleets by ETA 1 and cause chaos with teamups or give you time to get defence

My view is putting them this far down the tech tree would make them impractical to abuse, but give scanners/cov oppers the opportunity to have more impact.
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Unread 15 Mar 2023, 11:44   #2
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Re: Improve cov ops and scanners

Quote:
Originally Posted by lokken View Post
So I played r100 for a one off and one thing that annoyed me was cov ops and scanners. It's become more of a token feature where a few obsessives use it to get as many cov ops / quests as possible without ever having more than a cursory impact on the game. Scanners also get precious little reward for a lot of effort.

What I think would be good would be to have some extra cov op researches that you can only use once you've got to the end of the scan and cov op tech trees. Some ideas would be:

- bring back hotwire cov op to steal ships
- EMP storm to temporarily make dists useless / less effective
- a disrupt ETA cov op to knock back live fleets by ETA 1 and cause chaos with teamups or give you time to get defence

My view is putting them this far down the tech tree would make them impractical to abuse, but give scanners/cov oppers the opportunity to have more impact.

I definitely don’t like the idea of a cov op effecting dist. Considering dist have already been nerfed that they’re almost a inviable Strat now. At least scanning helps your alliance for whole round.
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Unread 15 Mar 2023, 23:38   #3
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Re: Improve cov ops and scanners

you could reverse it to nerf scanners but whatever -let them do things to affect the game. That's my message.
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Unread 16 Mar 2023, 21:12   #4
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Re: Improve cov ops and scanners

Quote:
Originally Posted by lokken View Post
So I played r100 for a one off and one thing that annoyed me was cov ops and scanners. It's become more of a token feature where a few obsessives use it to get as many cov ops / quests as possible without ever having more than a cursory impact on the game. Scanners also get precious little reward for a lot of effort.

What I think would be good would be to have some extra cov op researches that you can only use once you've got to the end of the scan and cov op tech trees. Some ideas would be:

- bring back hotwire cov op to steal ships
- EMP storm to temporarily make dists useless / less effective
- a disrupt ETA cov op to knock back live fleets by ETA 1 and cause chaos with teamups or give you time to get defence

My view is putting them this far down the tech tree would make them impractical to abuse, but give scanners/cov oppers the opportunity to have more impact.

frankly i dont trust MHs to close down farms and farmers they are soft as shite...
till the MHs get their act together im saying no ship steal covops

i do think that coov ops do need a rework especially mid to end round
once addressed i would agree with the last eta suggestion to be implimented
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Unread 16 Mar 2023, 23:42   #5
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Re: Improve cov ops and scanners

I understand the cheating concern but why would it be profitable to cheat with a research you could only get much later in the round.

When ship steal was pretty obtainable I could see the incentive. But this requires you to complete two sections of the tech tree, and do the required research to actually get it. Or you could make it part of war mode to make it more impractical.

I agree the game seems to have a huge multi problem though. Watching a colleague with fleets from [ALLIANCE REDACTED] escorting a single fleet from [ALLIANCE REDACTED] you just despair, because not much is done about it,
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Unread 17 Mar 2023, 14:11   #6
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Re: Improve cov ops and scanners

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Originally Posted by lokken View Post
I understand the cheating concern but why would it be profitable to cheat with a research you could only get much later in the round.

When ship steal was pretty obtainable I could see the incentive. But this requires you to complete two sections of the tech tree, and do the required research to actually get it. Or you could make it part of war mode to make it more impractical.

I agree the game seems to have a huge multi problem though. Watching a colleague with fleets from [ALLIANCE REDACTED] escorting a single fleet from [ALLIANCE REDACTED] you just despair, because not much is done about it,

farming a certain pod type or ship for immunity v a certain class of fleet

if fiery lets the new MHs close folk and if they do a good job maybe just maybe ship steal can be re-introduced... but if the new MHs do close because they ask cui bono? (who benefits in latin) and if fiery just reopens the cheats then no ship cov op

its a pity that cheats and clueless MHs ruinit for the rest of us
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Unread 17 Mar 2023, 20:12   #7
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Re: Improve cov ops and scanners

Quote:
Originally Posted by Paisley View Post
farming a certain pod type or ship for immunity v a certain class of fleet
I understand this, but I don't seee how that helps when you delay that possibility until much later in the round unless you sacrifice your entire planet to do it like a scanner would.

Quote:
if fiery lets the new MHs close folk and if they do a good job maybe just maybe ship steal can be re-introduced... but if the new MHs do close because they ask cui bono? (who benefits in latin) and if fiery just reopens the cheats then no ship cov op
They should fine people roids and research progress if closing is beyond them.

Quote:
its a pity that cheats and clueless MHs ruinit for the rest of us
Hopefully Mek who has played the game at a high level will improve things.
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Unread 19 Mar 2023, 20:52   #8
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Re: Improve cov ops and scanners

I do like the suggestions though lok
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Unread 26 Mar 2023, 12:34   #9
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Re: Improve cov ops and scanners

Addition: cov op to reveal the eta of prelaunched fleets
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Unread 29 Mar 2023, 17:44   #10
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Re: Improve cov ops and scanners

ok here is what i would do with cov ops....


Sec centres increases max stealth by 0.5 for a max of 30 sec centres with the current alert bonus

new cov op.... Stakekout ....increases max stealth by 0.5 9600 rp after subvert gov 15 agents


this would help cov ops from becoming stale after mid to end round.
would encourage specialized cov opers


and would be amazed if the above is implimented



but i would go a step better but would require appoco to do some recoding
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Unread 3 Apr 2023, 17:46   #11
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Re: Improve cov ops and scanners

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Originally Posted by Paisley View Post
new cov op.... Stakekout ....increases max stealth by 0.5 9600 rp after subvert gov 15 agents
Who would you cov op, though? Yourself? That's a little weird.
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Unread 9 Apr 2023, 06:38   #12
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Re: Improve cov ops and scanners

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Who would you cov op, though? Yourself? That's a little weird.

other planets as per normal
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Unread 10 Apr 2023, 14:43   #13
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Re: Improve cov ops and scanners

A cov op war mode as the final research where you up your steath by say +10 during war would be a comedy addition

But then again surely you go covop to mess with people so that's a logical way to think about cov opping
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Unread 26 Feb 2024, 01:35   #14
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Re: Improve cov ops and scanners

Covop activity tends to die out once population management into security guards is widely used.

Maybe reduce effectiveness of the guards population boost will help the mid-end game usage? Or an equaliser, pop boost into agents to boost stealth.
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Unread 3 Mar 2024, 12:38   #15
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Re: Improve cov ops and scanners

Or we could just scrap cov ops.
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