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mcgoldrickb@...
2nd February 2008, 11:53 AM
Folks,

I just thought to throw out to the list a strange set of
circumstances to see if it is the norm or if someone has a decent
explaination.

I had an ally agent attempt to assassinate an enemy character on my
capital. Myself and my ally each had tolerated relations to one
another, while we both had disliked relations to the enemy
character's nation.

The agent fails with the message, "Failed because of tight security"
At the same time, I get a nation message stating the the "local
militia of my capital spotted my ally's agent and thwarted his
mission."

So, my question is did the assass fail because my militia thwart his
mission ?
If so why did my militia stop him ?

The target character was an enemy and the character was doing nothing
against my characters or pop center.

I have thought of the agent being doubled but the question remains,
why did my local militia get involved ?

Has anyone seen this or explain it ?

Cheers
Brendan

sauron@...
2nd February 2008, 11:53 AM
I have seen this several times, and I cannot find a logical answer to
this. Basically this should not be allowed to happen !

Clint, if you read this: Why ?

Ulrik

--- In mepbmlist@y..., mcgoldrickb@h... wrote:
> Folks,
>
> I just thought to throw out to the list a strange set of
> circumstances to see if it is the norm or if someone has a decent
> explaination.
>
> I had an ally agent attempt to assassinate an enemy character on my
> capital. Myself and my ally each had tolerated relations to one
> another, while we both had disliked relations to the enemy
> character's nation.
>
> The agent fails with the message, "Failed because of tight security"
> At the same time, I get a nation message stating the the "local
> militia of my capital spotted my ally's agent and thwarted his
> mission."
>
> So, my question is did the assass fail because my militia thwart
his
> mission ?
> If so why did my militia stop him ?
>
> The target character was an enemy and the character was doing
nothing
> against my characters or pop center.
>
> I have thought of the agent being doubled but the question remains,
> why did my local militia get involved ?
>
> Has anyone seen this or explain it ?
>
> Cheers
> Brendan

mcgoldrickb@...
2nd February 2008, 11:53 AM
So the pop center militia even if the agent is doing nothing against
the pop center ?
Basically I was working under the impression that the militia only
got involved when a agent tried a steal or a sabotage.
But your saying that the militia 'may' get involved regardless of the
agent order or the nation of the agent. (Have I summarized it
correctly ?

Are the chances that militia intervening dependant solely on
relations or does the loyalty of the pop center affect this as well ?
I only ask as the loyalty of the pop center was extremely high.

Cheers for help
Brendan

--- In mepbmlist@y..., "Jeffery A. Dobberpuhl" <webguys@l...> wrote:
> This is a case where the game mechanics are ok, but the message
comes out
> fuzzy.
>
> Basically, each pop center has a chance of thwarting an agent:
REGARDLESS OF
> ALLEGIENCE! Consider, for example, a helpful neighbor calling the
police
> because the see someone parked in a car out front of an
apartment "and I
> think he has a gun...".
> Turns out its an undercover FBI guy on a stakeout. This is a
relatively
> uncommon event, but frustrating when it happens.
>
> > -----Original Message-----
> > From: sauron@p... [mailto:sauron@p...]
> > Sent: Thursday, September 13, 2001 6:07 AM
> > To: mepbmlist@y...
> > Subject: [mepbmlist] Re: Local Militia Stops Ally Agent
> >
> >
> > I have seen this several times, and I cannot find a logical
answer to
> > this. Basically this should not be allowed to happen !
> >
> > Clint, if you read this: Why ?
> >
> > Ulrik
> >
> > --- In mepbmlist@y..., mcgoldrickb@h... wrote:
> > > Folks,
> > >
> > > I just thought to throw out to the list a strange set of
> > > circumstances to see if it is the norm or if someone has a
decent
> > > explaination.
> > >
> > > I had an ally agent attempt to assassinate an enemy character
on my
> > > capital. Myself and my ally each had tolerated relations to one
> > > another, while we both had disliked relations to the enemy
> > > character's nation.
> > >
> > > The agent fails with the message, "Failed because of tight
security"
> > > At the same time, I get a nation message stating the the "local
> > > militia of my capital spotted my ally's agent and thwarted his
> > > mission."
> > >
> > > So, my question is did the assass fail because my militia thwart
> > his
> > > mission ?
> > > If so why did my militia stop him ?
> > >
> > > The target character was an enemy and the character was doing
> > nothing
> > > against my characters or pop center.
> > >
> > > I have thought of the agent being doubled but the question
remains,
> > > why did my local militia get involved ?
> > >
> > > Has anyone seen this or explain it ?
> > >
> > > Cheers
> > > Brendan
> >
> >
> >
> > Middle Earth PBM - hit reply to send to everyone
> > To Unsubscribe: http://www.yahoogroups.com
> > Website: http://www.MiddleEarthGames.com
> >
> >
> > Your use of Yahoo! Groups is subject to
http://docs.yahoo.com/info/terms/
> >
> >
> >

Bayonet@...
2nd February 2008, 11:53 AM
A murder or attempted murder can be a messy thing. I'm sure that
your militia arrived after the attempt was made and is merely
claiming credit for stopping it.

Seriously, though, I believe the message is the game's way of telling
you an assassination attempt was made in your capital. Else, how
would you know? You wouldn't get a message if it was successful,
because if successful, I'm sure the evidence would have been covered
up.

I further believe that each hex has a "defense value" for agent
actions. If I'm correct, all actions are resolved including that
value using some formula I have no clue about, but probably includes
relations, loyalty, respective ranks involed, etc.. But, when the
hex belongs to a player, certain actions are reported to the owner.

So, although I don't believe the militia stopped the attempt, it does
bring up a good question. Can the size, fortification, and loyalty
of a pop center owned by one player affect the actions of two others
within the hex that don't directly involve the first person?

Scott


--- In mepbmlist@y..., mcgoldrickb@h... wrote:
> Folks,
>
> I just thought to throw out to the list a strange set of
> circumstances to see if it is the norm or if someone has a decent
> explaination.
>
> I had an ally agent attempt to assassinate an enemy character on my
> capital. Myself and my ally each had tolerated relations to one
> another, while we both had disliked relations to the enemy
> character's nation.
>
> The agent fails with the message, "Failed because of tight security"
> At the same time, I get a nation message stating the the "local
> militia of my capital spotted my ally's agent and thwarted his
> mission."
>
> So, my question is did the assass fail because my militia thwart
his
> mission ?
> If so why did my militia stop him ?
>
> The target character was an enemy and the character was doing
nothing
> against my characters or pop center.
>
> I have thought of the agent being doubled but the question remains,
> why did my local militia get involved ?
>
> Has anyone seen this or explain it ?
>
> Cheers
> Brendan

kurgan
2nd February 2008, 11:53 AM
If you are at friendly with each other your nation is less likely to stop
them.

mcgoldrickb@... wrote:

> So the pop center militia even if the agent is doing nothing against
> the pop center ?
> Basically I was working under the impression that the militia only
> got involved when a agent tried a steal or a sabotage.
> But your saying that the militia 'may' get involved regardless of the
> agent order or the nation of the agent. (Have I summarized it
> correctly ?
>
> Are the chances that militia intervening dependant solely on
> relations or does the loyalty of the pop center affect this as well ?
> I only ask as the loyalty of the pop center was extremely high.
>
> Cheers for help
> Brendan
>
> --- In mepbmlist@y..., "Jeffery A. Dobberpuhl" <webguys@l...> wrote:
> > This is a case where the game mechanics are ok, but the message
> comes out
> > fuzzy.
> >
> > Basically, each pop center has a chance of thwarting an agent:
> REGARDLESS OF
> > ALLEGIENCE! Consider, for example, a helpful neighbor calling the
> police
> > because the see someone parked in a car out front of an
> apartment "and I
> > think he has a gun...".
> > Turns out its an undercover FBI guy on a stakeout. This is a
> relatively
> > uncommon event, but frustrating when it happens.
> >
> > > -----Original Message-----
> > > From: sauron@p... [mailto:sauron@p...]
> > > Sent: Thursday, September 13, 2001 6:07 AM
> > > To: mepbmlist@y...
> > > Subject: [mepbmlist] Re: Local Militia Stops Ally Agent
> > >
> > >
> > > I have seen this several times, and I cannot find a logical
> answer to
> > > this. Basically this should not be allowed to happen !
> > >
> > > Clint, if you read this: Why ?
> > >
> > > Ulrik
> > >
> > > --- In mepbmlist@y..., mcgoldrickb@h... wrote:
> > > > Folks,
> > > >
> > > > I just thought to throw out to the list a strange set of
> > > > circumstances to see if it is the norm or if someone has a
> decent
> > > > explaination.
> > > >
> > > > I had an ally agent attempt to assassinate an enemy character
> on my
> > > > capital. Myself and my ally each had tolerated relations to one
> > > > another, while we both had disliked relations to the enemy
> > > > character's nation.
> > > >
> > > > The agent fails with the message, "Failed because of tight
> security"
> > > > At the same time, I get a nation message stating the the "local
> > > > militia of my capital spotted my ally's agent and thwarted his
> > > > mission."
> > > >
> > > > So, my question is did the assass fail because my militia thwart
> > > his
> > > > mission ?
> > > > If so why did my militia stop him ?
> > > >
> > > > The target character was an enemy and the character was doing
> > > nothing
> > > > against my characters or pop center.
> > > >
> > > > I have thought of the agent being doubled but the question
> remains,
> > > > why did my local militia get involved ?
> > > >
> > > > Has anyone seen this or explain it ?
> > > >
> > > > Cheers
> > > > Brendan
> > >
> > >
> > >
> > > Middle Earth PBM - hit reply to send to everyone
> > > To Unsubscribe: http://www.yahoogroups.com
> > > Website: http://www.MiddleEarthGames.com
> > >
> > >
> > > Your use of Yahoo! Groups is subject to
> http://docs.yahoo.com/info/terms/
> > >
> > >
> > >
>
>
> Middle Earth PBM - hit reply to send to everyone
> To Unsubscribe: http://www.yahoogroups.com
> Website: http://www.MiddleEarthGames.com
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/

Richard John Devereux
2nd February 2008, 11:53 AM
----- Original Message -----
From: "kurgan" <kurgan@...>
To: <mepbmlist (AT) yahoogroups (DOT) com>
Sent: Thursday, September 13, 2001 2:31 PM
Subject: Re: [mepbmlist] Re: Local Militia Stops Ally Agent


> If you are at friendly with each other your nation is less likely to stop
> them.

RD: In my recent experience, it makes no damn difference.

Richard.
>
> mcgoldrickb@... wrote:
>
> > So the pop center militia even if the agent is doing nothing against
> > the pop center ?
> > Basically I was working under the impression that the militia only
> > got involved when a agent tried a steal or a sabotage.
> > But your saying that the militia 'may' get involved regardless of the
> > agent order or the nation of the agent. (Have I summarized it
> > correctly ?
> >
> > Are the chances that militia intervening dependant solely on
> > relations or does the loyalty of the pop center affect this as well ?
> > I only ask as the loyalty of the pop center was extremely high.
> >
> > Cheers for help
> > Brendan
> >
> > --- In mepbmlist@y..., "Jeffery A. Dobberpuhl" <webguys@l...> wrote:
> > > This is a case where the game mechanics are ok, but the message
> > comes out
> > > fuzzy.
> > >
> > > Basically, each pop center has a chance of thwarting an agent:
> > REGARDLESS OF
> > > ALLEGIENCE! Consider, for example, a helpful neighbor calling the
> > police
> > > because the see someone parked in a car out front of an
> > apartment "and I
> > > think he has a gun...".
> > > Turns out its an undercover FBI guy on a stakeout. This is a
> > relatively
> > > uncommon event, but frustrating when it happens.
> > >
> > > > -----Original Message-----
> > > > From: sauron@p... [mailto:sauron@p...]
> > > > Sent: Thursday, September 13, 2001 6:07 AM
> > > > To: mepbmlist@y...
> > > > Subject: [mepbmlist] Re: Local Militia Stops Ally Agent
> > > >
> > > >
> > > > I have seen this several times, and I cannot find a logical
> > answer to
> > > > this. Basically this should not be allowed to happen !
> > > >
> > > > Clint, if you read this: Why ?
> > > >
> > > > Ulrik
> > > >
> > > > --- In mepbmlist@y..., mcgoldrickb@h... wrote:
> > > > > Folks,
> > > > >
> > > > > I just thought to throw out to the list a strange set of
> > > > > circumstances to see if it is the norm or if someone has a
> > decent
> > > > > explaination.
> > > > >
> > > > > I had an ally agent attempt to assassinate an enemy character
> > on my
> > > > > capital. Myself and my ally each had tolerated relations to one
> > > > > another, while we both had disliked relations to the enemy
> > > > > character's nation.
> > > > >
> > > > > The agent fails with the message, "Failed because of tight
> > security"
> > > > > At the same time, I get a nation message stating the the "local
> > > > > militia of my capital spotted my ally's agent and thwarted his
> > > > > mission."
> > > > >
> > > > > So, my question is did the assass fail because my militia thwart
> > > > his
> > > > > mission ?
> > > > > If so why did my militia stop him ?
> > > > >
> > > > > The target character was an enemy and the character was doing
> > > > nothing
> > > > > against my characters or pop center.
> > > > >
> > > > > I have thought of the agent being doubled but the question
> > remains,
> > > > > why did my local militia get involved ?
> > > > >
> > > > > Has anyone seen this or explain it ?
> > > > >
> > > > > Cheers
> > > > > Brendan
> > > >
> > > >
> > > >
> > > > Middle Earth PBM - hit reply to send to everyone
> > > > To Unsubscribe: http://www.yahoogroups.com
> > > > Website: http://www.MiddleEarthGames.com
> > > >
> > > >
> > > > Your use of Yahoo! Groups is subject to
> > http://docs.yahoo.com/info/terms/
> > > >
> > > >
> > > >
> >
> >
> > Middle Earth PBM - hit reply to send to everyone
> > To Unsubscribe: http://www.yahoogroups.com
> > Website: http://www.MiddleEarthGames.com
> >
> >
> > Your use of Yahoo! Groups is subject to
http://docs.yahoo.com/info/terms/
>
>
>
> Middle Earth PBM - hit reply to send to everyone
> To Unsubscribe: http://www.yahoogroups.com
> Website: http://www.MiddleEarthGames.com
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>

am1beck@...
2nd February 2008, 11:53 AM
Just the way militia works - damn stupid police fellas. Been there
tried that.

Kasper
--- In mepbmlist@y..., mcgoldrickb@h... wrote:
> Folks,
>
> I just thought to throw out to the list a strange set of
> circumstances to see if it is the norm or if someone has a decent
> explaination.
>
> I had an ally agent attempt to assassinate an enemy character on my
> capital. Myself and my ally each had tolerated relations to one
> another, while we both had disliked relations to the enemy
> character's nation.
>
> The agent fails with the message, "Failed because of tight security"
> At the same time, I get a nation message stating the the "local
> militia of my capital spotted my ally's agent and thwarted his
> mission."
>
> So, my question is did the assass fail because my militia thwart
his
> mission ?
> If so why did my militia stop him ?
>
> The target character was an enemy and the character was doing
nothing
> against my characters or pop center.
>
> I have thought of the agent being doubled but the question remains,
> why did my local militia get involved ?
>
> Has anyone seen this or explain it ?
>
> Cheers
> Brendan

Richard John Devereux
2nd February 2008, 11:53 AM
----- Original Message -----
From: <mcgoldrickb@...>
To: <mepbmlist (AT) yahoogroups (DOT) com>
Sent: Thursday, September 13, 2001 11:18 AM
Subject: [mepbmlist] Local Militia Stops Ally Agent


> Folks,
>
> I just thought to throw out to the list a strange set of
> circumstances to see if it is the norm or if someone has a decent
> explaination.
>
> I had an ally agent attempt to assassinate an enemy character on my
> capital. Myself and my ally each had tolerated relations to one
> another, while we both had disliked relations to the enemy
> character's nation.
>
> The agent fails with the message, "Failed because of tight security"
> At the same time, I get a nation message stating the the "local
> militia of my capital spotted my ally's agent and thwarted his
> mission."
>
> So, my question is did the assass fail because my militia thwart his
> mission ?
> If so why did my militia stop him ?
>
> The target character was an enemy and the character was doing nothing
> against my characters or pop center.
>
> I have thought of the agent being doubled but the question remains,
> why did my local militia get involved ?
>
> Has anyone seen this or explain it ?
>
> Cheers
> Brendan

RD: I have had very similar recent experience. I moved agents of 3 friendly
nations to defend a friendly pop. The militia thwarted my assassinations of
enemy characters, though none of my characters were doubled.

I did query this with Harle and was told that it's just the way the program
works.

I did express my dissatisfaction with this particular piece of programming
(not Harle's fault) but got nowhere.

Something to be put right in the (dream on!) 2nd edition?

Richard.
>
>
>
>
>
>
> Middle Earth PBM - hit reply to send to everyone
> To Unsubscribe: http://www.yahoogroups.com
> Website: http://www.MiddleEarthGames.com
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>

Middle Earth PBM Games
2nd February 2008, 11:53 AM
My experience as a player is that the PC does interfere in any agent
activity in that hex - if of a different nation (friend or otherwise). This
was bumped up by the loyalty from my perception.

We had a bit of a discussion in the office about this - we're not sure so
we'll ask GSI.

Clint

> So the pop center militia even if the agent is doing nothing against
> the pop center ?
> Basically I was working under the impression that the militia only
> got involved when a agent tried a steal or a sabotage.
> But your saying that the militia 'may' get involved regardless of the
> agent order or the nation of the agent. (Have I summarized it
> correctly ?
>
> Are the chances that militia intervening dependant solely on
> relations or does the loyalty of the pop center affect this as well ?
> I only ask as the loyalty of the pop center was extremely high.
>
> Cheers for help
> Brendan
>
>
> --- In mepbmlist@y..., "Jeffery A. Dobberpuhl" <webguys@l...> wrote:
> > This is a case where the game mechanics are ok, but the message
> comes out
> > fuzzy.
> >
> > Basically, each pop center has a chance of thwarting an agent:
> REGARDLESS OF
> > ALLEGIENCE! Consider, for example, a helpful neighbor calling the
> police
> > because the see someone parked in a car out front of an
> apartment "and I
> > think he has a gun...".
> > Turns out its an undercover FBI guy on a stakeout. This is a
> relatively
> > uncommon event, but frustrating when it happens.
> >
> > > -----Original Message-----
> > > From: sauron@p... [mailto:sauron@p...]
> > > Sent: Thursday, September 13, 2001 6:07 AM
> > > To: mepbmlist@y...
> > > Subject: [mepbmlist] Re: Local Militia Stops Ally Agent
> > >
> > >
> > > I have seen this several times, and I cannot find a logical
> answer to
> > > this. Basically this should not be allowed to happen !
> > >
> > > Clint, if you read this: Why ?
> > >
> > > Ulrik
> > >
> > > --- In mepbmlist@y..., mcgoldrickb@h... wrote:
> > > > Folks,
> > > >
> > > > I just thought to throw out to the list a strange set of
> > > > circumstances to see if it is the norm or if someone has a
> decent
> > > > explaination.
> > > >
> > > > I had an ally agent attempt to assassinate an enemy character
> on my
> > > > capital. Myself and my ally each had tolerated relations to one
> > > > another, while we both had disliked relations to the enemy
> > > > character's nation.
> > > >
> > > > The agent fails with the message, "Failed because of tight
> security"
> > > > At the same time, I get a nation message stating the the "local
> > > > militia of my capital spotted my ally's agent and thwarted his
> > > > mission."
> > > >
> > > > So, my question is did the assass fail because my militia thwart
> > > his
> > > > mission ?
> > > > If so why did my militia stop him ?
> > > >
> > > > The target character was an enemy and the character was doing
> > > nothing
> > > > against my characters or pop center.
> > > >
> > > > I have thought of the agent being doubled but the question
> remains,
> > > > why did my local militia get involved ?
> > > >
> > > > Has anyone seen this or explain it ?
> > > >
> > > > Cheers
> > > > Brendan
> > >
> > >
> > >
> > > Middle Earth PBM - hit reply to send to everyone
> > > To Unsubscribe: http://www.yahoogroups.com
> > > Website: http://www.MiddleEarthGames.com
> > >
> > >
> > > Your use of Yahoo! Groups is subject to
> http://docs.yahoo.com/info/terms/
> > >
> > >
> > >
>
>
>
> Middle Earth PBM - hit reply to send to everyone
> To Unsubscribe: http://www.yahoogroups.com
> Website: http://www.MiddleEarthGames.com
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/

>
>

Middle Earth PBM Games
2nd February 2008, 11:53 AM
Here's GSI's take on it:

"Imagine a US CIA agent is instructed to assassinate an enemy agent.
The enemy agent is located in the UK. The local UK police identify a
'foreign' agent/character that is up to something suspicious... in
their country. They stop (possibly even detain) the foreign agent,
probably blowing his cover, and the enemy agent evades the mission.

That is the rationale. The bottom line is that even though the
nation's are alliess, the individual militia (police) do not know
that the foreign agent in allied - until they stop and thwart his
mission.

For the same reason, an allied foreign agent, 'training' in an allies
pop center, might get thwarted, captured, or killed. The individual
character/militia preventing the mission did not know that is was
only 'training'. Thus they were doing their assigned job.

Bill"

>Hello Bill - here's a query we'd like to know the answer to.
>
>Thanks
>
>Clint
>
>> This is a case where the game mechanics are ok, but the message comes
out
>> fuzzy.
>>
>> Basically, each pop center has a chance of thwarting an agent:
REGARDLESS
>OF
>> ALLEGIENCE! Consider, for example, a helpful neighbor calling the police
>> because the see someone parked in a car out front of an apartment "and I
>> think he has a gun...".
>> Turns out its an undercover FBI guy on a stakeout. This is a relatively
>> uncommon event, but frustrating when it happens.
>> >
>> > I have seen this several times, and I cannot find a logical answer to
>> > this. Basically this should not be allowed to happen !
>> >
>> > Clint, if you read this: Why ?
>> >
>> > Ulrik
>> > > Folks,
>> > >
>> > > I just thought to throw out to the list a strange set of
>> > > circumstances to see if it is the norm or if someone has a decent
>> > > explaination.
>> > >
>> > > I had an ally agent attempt to assassinate an enemy character on my
>> > > capital. Myself and my ally each had tolerated relations to one
>> > > another, while we both had disliked relations to the enemy
>> > > character's nation.
>> > >
>> > > The agent fails with the message, "Failed because of tight security"
>> > > At the same time, I get a nation message stating the the "local
>> > > militia of my capital spotted my ally's agent and thwarted his
>> > > mission."
>> > >
>> > > So, my question is did the assass fail because my militia thwart
>> > his
>> > > mission ?
>> > > If so why did my militia stop him ?
>> > >
>> > > The target character was an enemy and the character was doing
>> > nothing
>> > > against my characters or pop center.
>> > >
>> > > I have thought of the agent being doubled but the question remains,
>> > > why did my local militia get involved ?
>> > >
>> > > Has anyone seen this or explain it ?
>> > >
>> > > Cheers
>> > > Brendan
>>

--

mcgoldrickb@...
2nd February 2008, 11:53 AM
Thanks to evertone's help/response on this one. Much appreciated. It
certainly corrected my impression that militia's only protected the
pop center from steals/sabotage. Hope to use it to my advantage some
day.

G77:- Don't worry Clint. You won't be ecstatic for much longer :o)

Cheers
Brendan

--- In mepbmlist@y..., "Middle Earth PBM Games" <me@M...> wrote:
> Here's GSI's take on it:
>
> "Imagine a US CIA agent is instructed to assassinate an enemy agent.
> The enemy agent is located in the UK. The local UK police identify a
> 'foreign' agent/character that is up to something suspicious... in
> their country. They stop (possibly even detain) the foreign agent,
> probably blowing his cover, and the enemy agent evades the mission.
>
> That is the rationale. The bottom line is that even though the
> nation's are alliess, the individual militia (police) do not know
> that the foreign agent in allied - until they stop and thwart his
> mission.
>
> For the same reason, an allied foreign agent, 'training' in an
allies
> pop center, might get thwarted, captured, or killed. The individual
> character/militia preventing the mission did not know that is was
> only 'training'. Thus they were doing their assigned job.
>
> Bill"
>
> >Hello Bill - here's a query we'd like to know the answer to.
> >
> >Thanks
> >
> >Clint
> >
> >> This is a case where the game mechanics are ok, but the message
comes
> out
> >> fuzzy.
> >>
> >> Basically, each pop center has a chance of thwarting an agent:
> REGARDLESS
> >OF
> >> ALLEGIENCE! Consider, for example, a helpful neighbor calling
the police
> >> because the see someone parked in a car out front of an
apartment "and I
> >> think he has a gun...".
> >> Turns out its an undercover FBI guy on a stakeout. This is a
relatively
> >> uncommon event, but frustrating when it happens.
> >> >
> >> > I have seen this several times, and I cannot find a logical
answer to
> >> > this. Basically this should not be allowed to happen !
> >> >
> >> > Clint, if you read this: Why ?
> >> >
> >> > Ulrik
> >> > > Folks,
> >> > >
> >> > > I just thought to throw out to the list a strange set of
> >> > > circumstances to see if it is the norm or if someone has a
decent
> >> > > explaination.
> >> > >
> >> > > I had an ally agent attempt to assassinate an enemy
character on my
> >> > > capital. Myself and my ally each had tolerated relations to
one
> >> > > another, while we both had disliked relations to the enemy
> >> > > character's nation.
> >> > >
> >> > > The agent fails with the message, "Failed because of tight
security"
> >> > > At the same time, I get a nation message stating the
the "local
> >> > > militia of my capital spotted my ally's agent and thwarted
his
> >> > > mission."
> >> > >
> >> > > So, my question is did the assass fail because my militia
thwart
> >> > his
> >> > > mission ?
> >> > > If so why did my militia stop him ?
> >> > >
> >> > > The target character was an enemy and the character was
doing
> >> > nothing
> >> > > against my characters or pop center.
> >> > >
> >> > > I have thought of the agent being doubled but the question
remains,
> >> > > why did my local militia get involved ?
> >> > >
> >> > > Has anyone seen this or explain it ?
> >> > >
> >> > > Cheers
> >> > > Brendan
> >>
>
> --
>

Richard John Devereux
2nd February 2008, 11:53 AM
RD: Thanks for the info but I for one still don't like it. You are using
20thC analogies, when the game takes place in the equivelant of the Dark
Ages. Things were much simpler then. Consider: Mahracred anticipates an
agent attack on his capital. He knows his agents (if he has any at all) are
crap, so he calls in the Sindar. Mahrcared summons the captain of his
militia and tells him, "These guys are Elves. They are the experts at agent
work. Give them every co-operation and keep your plods out of their way."

Come to think of it, isn't that how the intelligence services/local police
work in the 20thC (in TV/films anyway?).

For you guys on the far side of the pond, a plod is a (relatively) polite
term for a uniformed policeman.

Richard.

----- Original Message -----
From: "Middle Earth PBM Games" <me@...>
To: "mepbmlist" <mepbmlist (AT) yahoogroups (DOT) com>
Sent: Friday, September 14, 2001 11:11 AM
Subject: [mepbmlist] Fw: Local Militia Stops Ally Agent


> Here's GSI's take on it:
>
> "Imagine a US CIA agent is instructed to assassinate an enemy agent.
> The enemy agent is located in the UK. The local UK police identify a
> 'foreign' agent/character that is up to something suspicious... in
> their country. They stop (possibly even detain) the foreign agent,
> probably blowing his cover, and the enemy agent evades the mission.
>
> That is the rationale. The bottom line is that even though the
> nation's are alliess, the individual militia (police) do not know
> that the foreign agent in allied - until they stop and thwart his
> mission.
>
> For the same reason, an allied foreign agent, 'training' in an allies
> pop center, might get thwarted, captured, or killed. The individual
> character/militia preventing the mission did not know that is was
> only 'training'. Thus they were doing their assigned job.
>
> Bill"
>
> >Hello Bill - here's a query we'd like to know the answer to.
> >
> >Thanks
> >
> >Clint
> >
> >> This is a case where the game mechanics are ok, but the message comes
> out
> >> fuzzy.
> >>
> >> Basically, each pop center has a chance of thwarting an agent:
> REGARDLESS
> >OF
> >> ALLEGIENCE! Consider, for example, a helpful neighbor calling the
police
> >> because the see someone parked in a car out front of an apartment "and
I
> >> think he has a gun...".
> >> Turns out its an undercover FBI guy on a stakeout. This is a
relatively
> >> uncommon event, but frustrating when it happens.
> >> >
> >> > I have seen this several times, and I cannot find a logical answer
to
> >> > this. Basically this should not be allowed to happen !
> >> >
> >> > Clint, if you read this: Why ?
> >> >
> >> > Ulrik
> >> > > Folks,
> >> > >
> >> > > I just thought to throw out to the list a strange set of
> >> > > circumstances to see if it is the norm or if someone has a decent
> >> > > explaination.
> >> > >
> >> > > I had an ally agent attempt to assassinate an enemy character on
my
> >> > > capital. Myself and my ally each had tolerated relations to one
> >> > > another, while we both had disliked relations to the enemy
> >> > > character's nation.
> >> > >
> >> > > The agent fails with the message, "Failed because of tight
security"
> >> > > At the same time, I get a nation message stating the the "local
> >> > > militia of my capital spotted my ally's agent and thwarted his
> >> > > mission."
> >> > >
> >> > > So, my question is did the assass fail because my militia thwart
> >> > his
> >> > > mission ?
> >> > > If so why did my militia stop him ?
> >> > >
> >> > > The target character was an enemy and the character was doing
> >> > nothing
> >> > > against my characters or pop center.
> >> > >
> >> > > I have thought of the agent being doubled but the question
remains,
> >> > > why did my local militia get involved ?
> >> > >
> >> > > Has anyone seen this or explain it ?
> >> > >
> >> > > Cheers
> >> > > Brendan
> >>
>
> --
>