Ruins 2 Research, Exploration and Espionage

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Overview

Progress Currencies and Trading

A Self-Moderation FAQ

Research

Research Assets

Important Facets

  • Electronics
  • Engineering
  • Medical
  • Science

Progress Currency: Breakthroughs

Labs vs Scientists

Exploration

Exploration Assets

Important Facets

  • Command
  • Diplomacy
  • Electronics
  • Supply

Probes vs Explorers

Espionage

Espionage Assets

Important Facets

  • Covert
  • Diplomacy
  • Electronics
  • Underworld

Agencies vs Operatives

Agency Traits

+ Agencies are designed with purposes as broad or as narrow as the player desires, with no penalty either way.
+ Agencies can have ground forces (typically Light Battlegroups) assigned to them to bolster their capabilities.
+ Agencies easily replace casualties from failed missions and never face downtime from such events.
+ Agency branch offices give the Agency an extra ongoing mission apiece.
+ Agencies not tasked with missions are assumed to continue to act on their governing directives.
- Agencies are assumed to be acting with the interests of their governing state or non-state actor.
- Agencies are physically located in territory and so can be attacked. Additionally, Agencies are limited to acting within 1 jump of an active Headquarters or Branch Office.
- Agencies that gain too much political power and outgrow their founding state can go rogue.

Operative Traits

+ Operatives are trained with specific purposes in mind, as defined by their upgrades making them powerful in particular contexts.
+ Operatives are deniable assets, they can be burned with impunity if caught for minimal (widespread) diplomatic consequences.
+ Operatives are cheap, generally costing less than a Branch Office even when highly upgraded.
+ Operatives get better with time, gaining an additional upgrade slot for every successful mission they accomplish.
+ Operatives are difficult to detect thanks to their small footprint.
- Operatives must physically travel to the location of their mission, which can be complicated by travel restrictions, blockades, heightened security, etc.
- Operatives work alone or in small teams, limiting the scope and scale of their actions.
- When they fail Operatives can be identified, subverted by hostile agents or go rogue if mistreated.