The idea here is to combine the spy system with the scout system
(I will talk as a player, but each opponent gets to be player!)
It seems clear that all ship will be assigned a role. (Thumbs up)
So a role would be Spy ship
Spy ship could be assigned a planet or a fleet (as well as explore and survey)
- when assigned to a planet, the ship would patrol around the planet at that opponent’s fastest Spy ship (lasted encountered) (+2)
- The point is that when an identified Spy ship leaves the planet, it cannot attack this turn.
- Spy ship will auto flee any fleet they cannot beat
- Unlaunched Spy ship are considered ultra-secret project hidden even to spy! (possible spy tech tree)
- Opponent can research and build a next gen Spy ship to mount a <spy raid>
- Opponent can synchronise its <spy raid> by waiting for the right moment to reveal its new gen Spy ship.
- Any other ship being build are spotted by the spy ship
- Spy shipwill move away from any ship it cannot beat
- Spy ship will also run away from warship in production when near completed. (expected to launch next turn)
- Opponent Rushed can counter this
- When assigned to a fleet, the Spy ship would keep a visual on the fleet at maximum’s opponent’s sensor range (if possible). I see you, and you don’t see me!
- Assigning a spy ship to a fleet it cannot defeat or out smart is suicide!
- All other special spy assignment like sabotage, steal tech, gather intelligence, etc.
- will require a spy ship to land on a targeted planet
- They are spy, so they won’t enter combat with orbiting ship
- Make sure no invasion fleet can be spy!
- When the mission is finished, the ship would leave the planet and become available again.
This would give a better role for scout ship since they tend to become useless once all the map is revealed and surveyed.
It would make spy a lot more streamlined with the main game rather than feeling <post-added>
Small and tiny ship should be more useful in late game for spy purpose.
Hope you like this idea!
Mr. Kurt