JuJu70
Right now the way spies work and die doesn't make alot of sense.
I send a spy to a castle/town way in advance. He really doesn't tell me much, other than the number of defenders and i can see that anyway myself. So what is he spying on? And then he dies. Right...
So, this is a proposal - a spy should have a small chance of being caught on infiltration. Then pretty close to 0 if he is not doing anything, and a bigger chance on executing stuff. Right now I lose spies mostly when they are inactive but when it comes to poisoning the well it almost always works. Illogical. Also can a spy be discovered but escape? Can you also add a command 'sabotage and rejoin me' ?
I send a spy to a castle/town way in advance. He really doesn't tell me much, other than the number of defenders and i can see that anyway myself. So what is he spying on? And then he dies. Right...
So, this is a proposal - a spy should have a small chance of being caught on infiltration. Then pretty close to 0 if he is not doing anything, and a bigger chance on executing stuff. Right now I lose spies mostly when they are inactive but when it comes to poisoning the well it almost always works. Illogical. Also can a spy be discovered but escape? Can you also add a command 'sabotage and rejoin me' ?