Passed Spying Changes

Would you like this idea to be implemented?

  • Yes

    Votes: 45 69.2%
  • No.

    Votes: 20 30.8%

  • Total voters
    65
  • Poll closed .
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DeletedUser

Guest
the only issue i see is that the spy becomes a late game unit, with it costing 10K silver it'll be awhile before people have the extra coin to build them
 

DeletedUser

Guest
I have a question? If I realize I have an enemy spy in my city because my building level randomly goes down, shouldn't I have a way to get rid of it myself instead of me waiting for the 20-30% chance on reports.
 

DeletedUser345

Guest
I have a question? If I realize I have an enemy spy in my city because my building level randomly goes down, shouldn't I have a way to get rid of it myself instead of me waiting for the 20-30% chance on reports.

I'm thinking then to pheraps remove that sabotage feature and leave the balance as just open the gates.

Thanks for the feedback... :)
 

DeletedUser8362

Guest
i voted "no"...

I voted no because i am slightly confused about how the spy does his job...

you see in an old world (ie beta) 10k silver is squat all for a spy (most spies will cost over 200k). Plus how can you stop the spy from landing? Currently if you have more silver, you get in... Just the overall idea confuses me
 

DeletedUser

Guest
Wow at the last minute this idea was so close to passing, but it is eligible for a re-vote sometime in the future. :D
 

DeletedUser

Guest
messaged OP to see if they wanted to do any changes to tailor this around v2.0
 

DeletedUser

Guest
Hey Guys ~

This idea has been brought to my attention for a possible re-vote. I'd like to hear some feedback. A yes or no on bringing it back also how could we tailor this around v2.0 if not already..

~ Lane
 
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