scouts were ment to protect from people scouting now there is no reason to even get informatics past lvl 1.......
scouts were ment to protect from people scouting now there is no reason to even get informatics past lvl 1.......
In a war make your first attack your last-Mikyo
I kinda like the concept..... If alot of scouts meets alot of scouts, then a spy war is triggered, but 1 scout can get a report slipping by 10K scouts. Think about it - in real life how many spies does it take to leak info? - just 1 really good one(James Bond).
There is a method to this madness tho - if 2 large army of scouts meet, then a spy war is triggered? so why not use this to ur advantage? I attacked a player who had 274 scouts with my 1K scouts. I ended up slaughtering all his scouts and recieved a full intelligence report even tho his informatics was 2 lvls higher than mine. I continued this tactic in order to kill of any spies he might try to mass up, in order to prevent him from scouting me back - and it worked, he hasnt been able to make more than 7 scouts without me slaughtering them all?
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There is not method to this - I am pretty sure that even large troops of scouts will not trigger the "scout war." Only noobs trigger scout wars with low research and low beacon towers. The people who really play this game are greatly screwed over by this change.
Think about it - you reinforce before a big attack on your city and the attacker will always see what you have waiting for him. You used to be able to hide it with scouts and it made the game interesting. The devs have stripped away an important aspect of strategy of this game for people who have been playing this game for months.
i have a level 10 beacon tower and level 10 infomatics and i know for a fact someone's been scouting me and it won't even generate a report or initiate a fight...
it's kind of pointless to keep scouts at all anymore unless you're using them to attack which is just silly
Think about it? in midieval times was it really hard to not know what your enemy possesed? everyone knew what each other had, they were just not sure where it was at the moment
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Do you really want to get into the realistic nature of this game? There is no way communication could be sent instantly between people 100s of miles away. Do you want us to start sending our mail by horse and having to wait hours to get a message?
And no people did not know what they had in each others cities thousands of years ago. Do you think they had satellite imaging or something? You just aren't making any sense.
I am listening to your arguments and I think I grasp the situation. Previously, the mechanics worked thus:
Old Method
When you sent a scouting mission, a series of checks would occur:
Check 1Check 2
- Immediately a "roll" is made to determine if the scouts will be detected or not.
- If they were detected, then they simply made a normal siege-style attack as if they were any other unit (generally resulting in their deaths).
- If they were not detected, then they would proceed to Check 2 as spies.
Check 3
- If they proceeded as spies, then they would attempt to scout the city.
- If defending scouts were present and gates were open, they would proceed to Check 3 for a Scout Battle.
- If defending scouts were not present or gates were closed, they would scout successfully.
- If a Scout Battle was triggered, then attacking scouts would fight defending scouts.
- If the attacking scouts won, they would scout successfully, and the defender would not be given a report on the attack.
- If the defending scouts won, the scout would be unsuccessful and the attacker would get no information on the city, while the defender would be given a report showing the battle and the location of the attacker.
New Method
Now when you send a scouting mission there is a new a series of checks:
Check 1
- Immediately a "roll" is made to determine if scouts will be detected or not. The chance of this roll is based on a comparison of Informatics and Beacon Tower levels, but it can't become a "sure thing" for the attacker or defender.
- If they are detected, then they proceed to Check 2 as spies.
- If they are not detected, they scout successfully.
Check 2
- If they are detected and proceed as spies they would attempt to scout the city.
- If enemy scouts are present and gates are open, they will proceed to Check 3 for a Scout Battle.
- If enemy scouts are not present or the gates are closed, they will scout successfully.
Check 3
- If a Scout Battle was triggered, then attacking scouts would fight defending scouts.
- If the attacking scouts won, they would scout successfully, and the defender would not be given a report on the attack.
- If the defending scouts won, the scout would be unsuccessful and the attacker would get no information on the city, while the defender would be given a report showing the battle and the location of the attacker.
Last edited by Dawnseeker; 06-26-2009 at 01:32 AM. Reason: Edit for Sticky
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No the devs did not fix the scouts with this new change.
I do not appreciate you editing the title to the thread I posted - the devs did not fix anything. Instead they eliminated an interesting aspect of the game and replaced it with an easy, cheap way to scout anyone you want with only one scout.
Please change the title back to the way it was.
Dawnseeker, I am sick of you making arbitrary decisions such as changing the subject of this thread, you are in no place to do that what-so-ever. Also you are wrong about your description.
Before a scout battle was ALWAYS triggered if a scout(s) was in the city and the gates were open, UNLESS they attacked the fortifications (the glitch), there was no scouts, or the gates were closed.
Now scout battles are RANDOM (the new problem) and have a low chance of occurrence. They no longer attack fortifications but in your attempt to fix a problem you made it worse. Scout battles should always occur if the gates are open and there are scouts in the city.
Last edited by Shawnhath; 06-26-2009 at 12:31 AM. Reason: spelling
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