Mar 31st 2016, 17:54:32
First may I say what a pleasure it is to actually discuss the game with an intelligent thoughtful player.
"Spies are great mainly for war."
True, but it does not need to be that way. Spies were originally given a large number of powers and abilities. Limiting them only to a war function diminishes the game. Imagine if tech was suddenly reduced to only war functions.
"You can steal as much tech per turn as a techer." Of course you can but not any more, the recent revision to GDI ended that. It strikes me as strange that GDI was changed to prevent espionage but now any suggested change to GDI is greeted by the nattering nabobs of negativism as a travesty and evidence of a lack of skill.
I am not sure why the deficiency in spy rules means that I should experiment more.
As for experimenting, last set I ran a low jet R casher and was bored to tears. With four hours to go, I was sitting in fourth place thinking what a waste of a reset commiserating with drkprince about having missiles which I could not fire. Fortunately someone nuked me 17 times and a lively battle ensued and we were both knocked out of the top ten.