Author Topic: Unique items - Add/subtract from skills  (Read 14507 times)

Indirik

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Re: Unique items - Add/subtract from skills
« Reply #30: July 21, 2014, 06:28:12 PM »
My biggest issue with this argument is that the higher the "plausible deniability", the higher the risks, because these extra nobles usually have troops that will interfere with your activities.
Are you sure?

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Secondly, that plausible deniability is not important. The invisible status wasn't useful because it protected your identity, it was useful because it covered your tracks. You couldn't be actively hunted down and followed.
That and the fact that you could sit around scouting, and no one knew you were there. Except the enemy infiltrators.

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In most cases, you are acting against enemies. If you are, who cares if you are identified? You are already an enemy to them. The main cases where you would care not to be identified are against targets that the game does not reward attacking: friends.
Infiltrators who hope to do cause real change, and affect the political status of the game world, will not hit enemies. What purpose does hitting your enemies serve? They're already your enemies. The way to cause real problems is to nail someone you wouldn't be expected to hit, and pin it on someone else. You can't do that if you're invisible.

I agree that the infil game needs some changes. Anaris has already outlined that this is on the long-term plan. But simply adding back invisibility is not the panacea that will suddenly make infils relevant.
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