Posted April 24, 2016
Every single tech I have stolen so far playing Darlok is a tech that I have already researched. It's around 20 out of 20 and based on spy reports I know my target race)s) had tech that I had not researched yet.
Just received the message that my spy's mission failed because the target had no useful information, but my spy was lost in duty all the same.
Update: ok the game is beta, but its obvious you devs did not test destabilizing espionage. The ability to cause a revolt on a player's capital is overpowered. It turns the game into a pistol duel where the first person who hits first wins.
Update: Discussing this with Tad10 we both think that the morale of a planet should determine the chance a planet could revolt. A planet such as a capital that has 90% or higher morale should be impossible to send into a revolt, but a planet with 50 to 60% should have a high chance.
Also after the revolt occurred in my capital I was not able to send a spy to my erstwhile capital. I strongly believe there should be a counter-revolution mission available.
UPDATE: As a test I ran the revolt spy mission (as Meklar) against Darlok's homeworld Nazin. I was successful and it reduced their planet to 0% morale, but when I attacked it that turn the ships it had defending the planet worked in cooperation with the planetary defenses as if they still controlled the planet. Personally I like this because the spy mission for revolution is overpowered when it's able to be used on a planet with a good morale, but since three way battles are not in the game the Darlok fleet should not have been able to support the rebel planet's defenses in combat.
Just received the message that my spy's mission failed because the target had no useful information, but my spy was lost in duty all the same.
Update: ok the game is beta, but its obvious you devs did not test destabilizing espionage. The ability to cause a revolt on a player's capital is overpowered. It turns the game into a pistol duel where the first person who hits first wins.
Update: Discussing this with Tad10 we both think that the morale of a planet should determine the chance a planet could revolt. A planet such as a capital that has 90% or higher morale should be impossible to send into a revolt, but a planet with 50 to 60% should have a high chance.
Also after the revolt occurred in my capital I was not able to send a spy to my erstwhile capital. I strongly believe there should be a counter-revolution mission available.
UPDATE: As a test I ran the revolt spy mission (as Meklar) against Darlok's homeworld Nazin. I was successful and it reduced their planet to 0% morale, but when I attacked it that turn the ships it had defending the planet worked in cooperation with the planetary defenses as if they still controlled the planet. Personally I like this because the spy mission for revolution is overpowered when it's able to be used on a planet with a good morale, but since three way battles are not in the game the Darlok fleet should not have been able to support the rebel planet's defenses in combat.
Post edited April 27, 2016 by RollenZ