- In FOW games, having an option to deploy (sacrifice?) a scout/spy army or armies at the end of your shot to an enemy's territory to see how many armies are in that and neighbouring territories.
Specifics:
- In real life conflicts, armies can send scouts/spies out to see what their enemies are doing. In FOW games we can't see what is going on at all in territories that you are not neighbouring. It is possible you have either through choice or through enforcement been pinned down in one area of a map and are gathering your armies there. With the exception of scouring the game log (which really should be invisible, or at least contain a lot less info) you don't know what is happening in the invisible territories.
So at the end of your turn, after the reinforcement stage, the option to send scout/spy armies to a specific territory would be a way of gathering info. - For the sake of the gameplay, these armies would be sacrificed.
- The number of armies that you send could either be a fixed amount - which may ruin the game play a little if you have LOTS of armies available - or it could maybe be a percentage of the armies in the territory? 20% or something?
- There would be a minimum number of armies required in a territory to send scouts/spies from before you are given the option to send them. Say 10 armies? So if you had 10, and it cost 20% of them to scout a territory, you would automatically lose 2 armies. The percentages could be rounded to the nearest whole number or to the next whole number. e.g. 11 armies in a territory and they scout - 20% of 11 is 2.2. The next whole number is 3, so you lose 3 armies.
- At the start of your next turn, your scouts/spies would report back and you would be able to see the number of armies in the territory scouted and the neighbouring territories for that shot only. Once your turn is over you no longer see those territories.
- Your enemies do not get to know that you have scouted/spied or where you have scouted/spied, as generally if a scout/spy does his job properly he will not get caught, so the enemy will not know that anything has happened.
- Alternatively, you could make it a luck thing involving the dice. If you roll a 5 or 6 they were successful and come back with the info. If you roll a 1-4 they were not successfull and they die and do not get any info.
This will improve the following aspects of the site:
- It would make the conflicts more like real life conflicts where info and intelligence are gathered, sometimes at the expense of the spies or scouts.
- It would add another level of strategy to the game.
There are quite a few different ways the scouts/spies could be implemented, and I think it could be a fun option to have.
