Posted August 18, 2018
One thing that's not really a big deal mechanic-wise, but could do with some fleshing out in terms or story, are the informers and how they fit into things.
Basically, sometimes when you send an agent somewhere, you discover an informer, and are informed (!) how long the informer will take before telling you something. Enemy agents may potentially hatch a plot to take the informer out prior to this time. This is all good, is interesting and makes sense.
However, where did the informer come from? If they were always working for our group, why do we only hear about them once we happen to land in their city? If Wouldn't we know about their existence prior to this (even if we didn't know their exact location)? If they were not working for our group, does this mean our agent finds and then recruits them instantly once they arrive?
IMO informers should appear in a central place, e.g. there should be a list of them somewhere in your base. If they're recruited by our agent, then there should be a task to attempt to recruit them (taking some time). I would think it possible that recruitment attempts could fail (possibly resulting in an ambush?), or even if they succeed the source may be unreliable - either due to just being shifty or not high ranking, or due to being an enemy plant or double agent (albeit less dangerous than the double agent operatives you can potentially recruit).
Most importantly, informers need a CODENAME. Ideally also a dossier of what we know of them, including ties to groups etc. The latter would influence the type of intel (and who from), while general reliability/position would influence quality of the intel. For example, as an operative, I'd like to know I have a source called "RABID SCARECROW" operating out of Casablanca, affiliated with Red Faction and having access to supposedly important information but is rated as B- (not that reliable), so his info could be wrong (and would need verification), that he is on the verge of discovering something big, so when his life is threatened I can decide whether it's worth saving his ass or not. In game so far, we only get the agent's location and how close they are to finding something, so generally the decision to save them or not comes down to whether you have spare agents or not.
I realise the above is probably going far beyond the scope of how informers were envisioned for the game - but it's a wishlist. I'd be pretty happy if they just added a codename for informers, and made current informers accessible from a central location for easy reference (e.g. like we get for enemy agents).
Related to the above, it would be great if we had to actually rescue the spy - which could potentially result in a tactical rescue or ambush mission. This would differ slightly from the "enemy plans to kill informer" in that in this case, instead of planning to kill the informer, the enemy instead uses their connections/political power/mates/spreads intel such that the organisation the informer is a part of - or possibly a Gov agency operating in the city - plans an arrest. Or possibly has already arrested them, and you can potentially break them out of the temporary safehouse they're being held at (you'd have limited time to act before the spy is effectively out of reach). Or if you just want to cover your ass (ie stop danger from rising due to the interrogation of the spy revealing stuff about your org), you could just kill the spy (naturally not getting anything from them). If successfully saved, the spy would still be out of commission from then on (they've been compromised after all), but you'd get one final intel payoff (or possibly other contacts).
Yes that is also way extending the scope (probably) - it's easy to get carried away with this stuff, especially since so few games tackle covert operations in any meaningful way. Hopefully mods will allow these kinds of things to be added.
Basically, sometimes when you send an agent somewhere, you discover an informer, and are informed (!) how long the informer will take before telling you something. Enemy agents may potentially hatch a plot to take the informer out prior to this time. This is all good, is interesting and makes sense.
However, where did the informer come from? If they were always working for our group, why do we only hear about them once we happen to land in their city? If Wouldn't we know about their existence prior to this (even if we didn't know their exact location)? If they were not working for our group, does this mean our agent finds and then recruits them instantly once they arrive?
IMO informers should appear in a central place, e.g. there should be a list of them somewhere in your base. If they're recruited by our agent, then there should be a task to attempt to recruit them (taking some time). I would think it possible that recruitment attempts could fail (possibly resulting in an ambush?), or even if they succeed the source may be unreliable - either due to just being shifty or not high ranking, or due to being an enemy plant or double agent (albeit less dangerous than the double agent operatives you can potentially recruit).
Most importantly, informers need a CODENAME. Ideally also a dossier of what we know of them, including ties to groups etc. The latter would influence the type of intel (and who from), while general reliability/position would influence quality of the intel. For example, as an operative, I'd like to know I have a source called "RABID SCARECROW" operating out of Casablanca, affiliated with Red Faction and having access to supposedly important information but is rated as B- (not that reliable), so his info could be wrong (and would need verification), that he is on the verge of discovering something big, so when his life is threatened I can decide whether it's worth saving his ass or not. In game so far, we only get the agent's location and how close they are to finding something, so generally the decision to save them or not comes down to whether you have spare agents or not.
I realise the above is probably going far beyond the scope of how informers were envisioned for the game - but it's a wishlist. I'd be pretty happy if they just added a codename for informers, and made current informers accessible from a central location for easy reference (e.g. like we get for enemy agents).
Related to the above, it would be great if we had to actually rescue the spy - which could potentially result in a tactical rescue or ambush mission. This would differ slightly from the "enemy plans to kill informer" in that in this case, instead of planning to kill the informer, the enemy instead uses their connections/political power/mates/spreads intel such that the organisation the informer is a part of - or possibly a Gov agency operating in the city - plans an arrest. Or possibly has already arrested them, and you can potentially break them out of the temporary safehouse they're being held at (you'd have limited time to act before the spy is effectively out of reach). Or if you just want to cover your ass (ie stop danger from rising due to the interrogation of the spy revealing stuff about your org), you could just kill the spy (naturally not getting anything from them). If successfully saved, the spy would still be out of commission from then on (they've been compromised after all), but you'd get one final intel payoff (or possibly other contacts).
Yes that is also way extending the scope (probably) - it's easy to get carried away with this stuff, especially since so few games tackle covert operations in any meaningful way. Hopefully mods will allow these kinds of things to be added.