<URL: http://bugs.freeciv.org/Ticket/Display.html?id=7294 >
On 9/9/07, Per I. Mathisen <[EMAIL PROTECTED]> wrote:
> <URL: http://bugs.freeciv.org/Ticket/Display.html?id=7294 >
> I would like to resurrect this old but open and valuable ticket. Instead
> of the rules changes proposed in it, I would like to offer something a
> bit more radical:
> The diplomat/spy instead of present abilities gets the unique flag (only
> one can be built per player), it destroys itself automatically when
> doing a mission, and gets the ability to take over any enemy unit
> stacked alone in the open (with no gold cost), or, if targeting a city,
> to destroy all defensive buildings in a city.
> This makes the unit powerful, able to turn the tables on a defensive
> hardpoint, but limited (in number and loss effect), while getting rid of
> the evil pop-up menu and simplifying the diplomat game logic.
> - Per
Interesting idea. This would certainly improve a complex and bug-prone
part of the game. But with the him losing all his 'peaceful'
functions, would the label "diplomat" really be appropriate anymore?
He'd be more like a one-man tactical nuke. How about, say, "assassin"
Oh, and BTW, who would do all that good ol' stealing of techs? Maybe
that could be the sole purpose of the spy instead...
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