So La Resistance has been out long enough to get some decent testing and gameplay out of it, and for opinions to formulate. How the ops work, what the limits are, and how it factors into the game overall.
Now, I'll put my personal thoughts on it, then open up to you guys for yours, but overall this is more a 'feel' rather than a 'numbers' thread.
Honestly, aside from changes to countries, the best way I see it is as overpowered pointlessness. How? On the one hand, due to 'steal blueprints', having 3 agents means you effectively have an extra research slot, that could possibly produce a tech or a major tech bonus, especially in the industrial and aircraft branches. Or being able to effectively take over a country without any real negatives through compliance. Plus being able to 'force' AI into your faction if there's no limits in the way. That said, how you get agents and how long ops can take, as well as what little effect most have makes the above the only really 'useful' ones. Coordinated Strike is only really effective in '40 and onward, and only if you have a major Air presence, by which point you're likely already at war and able to roll over the enemy. And what use is there to the whole getting resistance contacts, outside of occupied France?
But the big hampering point is how long ops can take once you start doing them, and how you get agents, as well as little to no interplay between agencies. By default, there's no increase to op timers, but as more and more defense is put on a country, it can take upward of a year to do one operation. There's no way to decrease that on either side. No possibility of agencies combating eachother or sabotaging efforts, no possibility of infiltration like we had with the whole of the German network and Garbo, nothing of the sort; Just occasional spies getting caught and giving a small bonus. And there's no way to increase effectiveness of operations, how long they last, or so on, beyond 'you have x% chance of getting a better result!' So in the end you end up with increasing operation times until eventually the whole agency mechanic is rendered inoperable and moot.
Then there's the one sidedness of getting more spies. 3 to start out with basically means you can do 1 thing every year. One. If you happen to be spymaster, AND you happen to be in a faction, you get more, but only if you're in a biiiiig faction. So nothing like what we see with modern intelligence agencies, where small countries with maybe a strip of land to their name somehow have 3x the manpower of 'major' countries. If you're in the Allies and the spy master, there's no issue getting more spies, they just fall out of the sky by the time the war kicks off. France can get 6 easily going down the Little Ent path. But Germany, USSR, no matter how much land you claim, you get 3 spies and that's it.
And that really is it. After trying for the bulk of the year to test different ways that any of the land grabbing nations could get more spies, outside of foci, it's next to impossible to get 6 spies. The best way it's been put so far is 'if you're Allies, you just exist and the whole DLC is for you. If you're anything but, you have to spend 6 years just getting 2 operatives and getting any use out of the DLC.' And that really seems to be the truth. I've had to take to grabbing countries, puppeting them, maxing their factories, and then flipping them back to being independent by annexing and releasing them. Germany is best for this thanks to improved national spirit, and two workhorses. But at the end of the day, you can't get 6 without basically taking over all of west Europe, at which point, what's the point of having it?
But, that's my thoughts on it, I'd like to hear other people's insight, mainly because I probably missed specific and broken things. Thoughts?
Now, I'll put my personal thoughts on it, then open up to you guys for yours, but overall this is more a 'feel' rather than a 'numbers' thread.
Honestly, aside from changes to countries, the best way I see it is as overpowered pointlessness. How? On the one hand, due to 'steal blueprints', having 3 agents means you effectively have an extra research slot, that could possibly produce a tech or a major tech bonus, especially in the industrial and aircraft branches. Or being able to effectively take over a country without any real negatives through compliance. Plus being able to 'force' AI into your faction if there's no limits in the way. That said, how you get agents and how long ops can take, as well as what little effect most have makes the above the only really 'useful' ones. Coordinated Strike is only really effective in '40 and onward, and only if you have a major Air presence, by which point you're likely already at war and able to roll over the enemy. And what use is there to the whole getting resistance contacts, outside of occupied France?
But the big hampering point is how long ops can take once you start doing them, and how you get agents, as well as little to no interplay between agencies. By default, there's no increase to op timers, but as more and more defense is put on a country, it can take upward of a year to do one operation. There's no way to decrease that on either side. No possibility of agencies combating eachother or sabotaging efforts, no possibility of infiltration like we had with the whole of the German network and Garbo, nothing of the sort; Just occasional spies getting caught and giving a small bonus. And there's no way to increase effectiveness of operations, how long they last, or so on, beyond 'you have x% chance of getting a better result!' So in the end you end up with increasing operation times until eventually the whole agency mechanic is rendered inoperable and moot.
Then there's the one sidedness of getting more spies. 3 to start out with basically means you can do 1 thing every year. One. If you happen to be spymaster, AND you happen to be in a faction, you get more, but only if you're in a biiiiig faction. So nothing like what we see with modern intelligence agencies, where small countries with maybe a strip of land to their name somehow have 3x the manpower of 'major' countries. If you're in the Allies and the spy master, there's no issue getting more spies, they just fall out of the sky by the time the war kicks off. France can get 6 easily going down the Little Ent path. But Germany, USSR, no matter how much land you claim, you get 3 spies and that's it.
And that really is it. After trying for the bulk of the year to test different ways that any of the land grabbing nations could get more spies, outside of foci, it's next to impossible to get 6 spies. The best way it's been put so far is 'if you're Allies, you just exist and the whole DLC is for you. If you're anything but, you have to spend 6 years just getting 2 operatives and getting any use out of the DLC.' And that really seems to be the truth. I've had to take to grabbing countries, puppeting them, maxing their factories, and then flipping them back to being independent by annexing and releasing them. Germany is best for this thanks to improved national spirit, and two workhorses. But at the end of the day, you can't get 6 without basically taking over all of west Europe, at which point, what's the point of having it?
But, that's my thoughts on it, I'd like to hear other people's insight, mainly because I probably missed specific and broken things. Thoughts?