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Advanced Agent Skills

Advanced Agent Skills

Agents and operatives within the Phoenix game were added to Phoenix simply because they were in Beyond the Stellar Empire. Even in BSE they were pretty useless and even though the CIA had the ability to hire them anywhere I am not aware of either their proliferation or for that matter use. They never bothered starting rumours or dealing with black markets (nobody did) and may occasionally have checked starport or production. I only remember a hiport being sabotaged once and then the attempt revealed a bug, causing the hiport to be destroyed even though the action failed.

While more actions were coded for Phoenix, there was little in the way of extensive thought on the whole thing. Rather it was coded with the idea of returning to it at some point. When we did however it was very briefly to solve the first major stumbling block, resolving the issue of actually knowing the %chance of success for undertaking an action. Prior to the upgrade was hit and hope.

With other major developments agents and operatives have effectively been ignored with the occasional hat-tip to character upgrades in the distant future where everything is bright and shiny; the actual road between there and this distant vision remaining firmly off any map.

So, what are the issues with Agents and Operatives?
While it is true that they can elicit information about a base and can blow things up, mess around with production and find information about the assets present in the base the effects are not overly impressive. The very good reason why they cannot achieve anything devastatingly effective is down to how the actions are processed. Each action is dealt with on a simple success or failure mechanic with a %chance of success based on the action undertaken cross referenced against the skill of the agent or operative. The fundamental flaw with this mechanic is simple mathematics, in which the use of multiple agents and operatives will overcome the issue of low %chance of success. For example, if the %chance of success is 30% for a typical operative, send in 20 operatives and you can pretty much guaranteed job done even with the retarding factor that improves base security with each action run against it. With the ability to drop hundreds of operatives, it is clear that having truly dramatic results even at low %chance of success is not really feasible. The other primary issue is the meat grinder. This is where failure can result in the agent or operative being captured and eliminated. Putting aside the loss of the agent or operative there is also the aspect of improving skills. As the chance of improving a skill only occurs when an action is successful, it can be seen that all agents and operatives will eventually be eliminated while trying to improve.

  • Fundamental of what is trying to be achieved
  • The goal of rewriting agent and operative actions has to deal with the three primary issues:
  • Use of multiple agents and operatives to swing the odds
  • Not achieving noteworthy outcomes
  • Meat grinder that is failure

The first thing to do was simply consider movies and literature. In all these instances there is the build-up with events occurring along the way. The more dramatic the goal, the longer the build-up and the greater the quantity of events, generally with each event proving tougher than the previous one. Balanced against the increasing toughness of the events however is increasing capability of the protagonist. Another important observation was the option for the protagonist to abort the operation if it became necessary, often while the operation was in its infancy.

How to translate into Phoenix in such a way as to make it both playable while not being abused?
The first idea was to use Missions. These benefit from progress steps and dialogue between each step, with the options for choices. I went so far as to write a few: Sabotage Explosive Ores, Rebel Cell etc.

The problem however was in playability and how missions work. Missions are ideal for one-off events such as discovering about kastorians and moving some colonists for the first time, though quickly lose their appeal when clicking through the same set of operations over and over again. Also they do not really lend themselves to having the same mission being run by multiple positions at different locations.

Further, the inclination when designing missions is to include choices which will modify the outcome. In the case of agent operations you pretty much know the outcome you want and simply want to achieve it or abandon it. It is presumed that the more effective method of achieving the goal will be utilised (in terms of game mechanics, obviously not for literature and movies – where a plethora of moral choices will be winged in just to pad the story out). Ask yourself this, would you chose an option that halved your operative’s chance of success just for an extra line in the resolution printout stating that he bedded a pretty employee while on the job? And then after your curiosity has been satisfied would you take the option again? Thought not.

So, when the mission option is pared down to the bare mechanics what is left is in fact a tiered action where the final resolution point comes after a series of steps each with their own resolution that will either increase or decrease the odds for the next step succeeding. With the action broken down into a series of steps there is also the option for a minimum period of ‘waiting’ before the next step is attempted. This method may give the agent and operative both the chance to improve their skill and or abandon the action before security sweeps in.

Ah, but being metagamers surely some folks will simply run and terminate these multi-part actions at home bases to beef up skills before sending the operative out to other bases?

Of course, this makes perfect sense, but it is presumed that this is part of the operative’s training and that they are already as good as they are going to get in simulated operations. As such bigger bonuses can be given but these are only applied to the specific base and that further actual skill improvements only come when there is an actual risk of elimination. Some actions may simply exist in order to generate bonuses to other actions conducted at the same base.
So, what is envisioned is that an operative will first be created and then moved to the designated target base. Once there they will conduct a number of low-key actions, improving their local skills before moving onto the bigger jobs. If however they drop clues as to their presence, either they will bolt down as an extended action or get picked up.

Breaking down an action into multiple steps is fairly straightforward and each step can be dealt with using a few parameters covering aspects such as:
  • Chance of Success (skill used)
  • Chance of Capture (skill used)
  • Chance of Alerting Base (skill used)
  • Chance of Improving
  • Next Step
  • Cost

Chance of Success
This is %chance of moving onto the next step. Failure keeps the action at the same step but does not end the action. If the agent is on the final step, success completes the action with the final outcome as defined by the action description.

Chance of Capture
This is simply the %chance of being captured when undertaking the next step. Capture may terminate the action.

Chance of Alerting Base
Even though the agent may have 0% chance of being captured, especially if the base has no crackdown, they often run the risk of tipping off security.
Attempting the step gives this %chance of the owner of the base being notified as to the action based on the current security and crackdown of the base. Being notified does not necessarily inform the owner of the nature of the activity or even if it has been successful or not.

Chance of Improving
This gives the %chance that the agent will get bonuses to any or all of the aspects. These bonuses are set for both specific actions and to a specific amount.

Next Step
It is up to the agent when they take the next step, providing it is after the date given for the next step. They can wait days or weeks should they wish between completing steps. The main advantage is that if they have alerted the base, they can wait out any crackdown that is implemented.

Each step has a cost based on the nature of the step and the action. In the above example it would be based on the quantity of factories targeted.

Action: Destroy Factories on Mass Production Line {item being produced} {quantity of factories}
Description: This action sends the agent to study a single mass production line operating in a starbase and determine how to destroy (preferable) or set them untooling. Degree of success in each step will determine the final outcome. Partial success results in untooling. This is a 5 step action.

Considerations for development

Determining Time to Complete Step
An initial idea called ‘Security Half-life’ was presented in which there was not fixed time to complete a step, rather the chance of success increased with time before looking to complete the step. The main drawback with this was presenting the information in a way that a player could determine what the chances of success would be in X weeks time. Attempts at working through the process felt very cumbersome and needlessly complicated. Instead a second option has been presented, calculating the time to complete the step based on the scale of the task undertaken. In the above example it would be down to the quantity factories targeted for destruction.

Multiple Agents/Operatives
All agents and operatives owned by a player are considered to be working for the specific player. As such we will treat each of these actions being carried out at a base as a joint project. This achieves two things. First it prevents dozens of operatives being sent to a base to carry out the same operation. It does however mean that the player can decide which agent or operative to carry out the next step should they have multiple agents and operatives in the base. Further, it allows the action to continue should the agent be captured when attempting to complete a step.

We will probably weight the chance of the action being terminated with the capture of the agent against %chance of success, i.e. a high chance of failure equating to a high chance of the action being terminated. That said, if the last agent and operative have been removed from the base, all uncompleted actions associated with the political will be deleted.

Extra Stuff for Bonuses
We like the idea that certain actions and steps in the action may benefit from items being ‘dropped in’ through the use of stealth pods. Explosives, diseases, made to order technical equipment and maybe even a clone or two. The premise is that completion of a step may report a ‘substep’ that entails getting the item to the operative. If completed, the next step is made easier or more effective.

The principle behind these actions is that they are simply complex orders that in theory can be applied to characters once they are coded. Examples include sending in a character to make tooling up or untooling factories of mass production line faster or reducing the quantity of mine weeks remaining on a deep core operation. There are options for counter operatives which would be useful if your base keeps being targeted. Essentially lots of things that should take an extended amount of time.

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Welcome to the new version of ESNN (formally CSNN), giving the news and views from the former CSNN's reporter and news anchor, Ainsley Moore, making this the peripheries' most favourite unbiased publication in the known universe,

And so with the news,
***** Inter Galactic News *****

A Detinus expeditionary force is being assembled to liberate slaves in the Twilight Periphery. Stung by the wit of the Wimble Dinash, Admiral Bridge is leading a personal and sizeable force against the newly constituted Flagritz Republic.

The Wimble Bake Off has new competition with the Dominion instituting a Master Chef competition in the Orion Spur. This is all said to be a cover for further land grabs and in preparation for a move against the Hive and Dewiek, tipping the balance further in the Stellar Empire’s favour.

Meanwhile, the Wimbles struck off a number of hapless Wimbles under their new rules. To cement their plan to align themselves with the Stellar Empire, they have offered the services of their new masters to the Emperor.

Several hundred thousand slaves have been released by the Flagritz Republic but the terms of their manumission are unclear. Millions more await their emancipation. Many have refused to accept freedom without transit home, especially those brought in from outside peripheries. Many reportedly were captured by the Stellar Empire from the Detinus Republic and then sold on to the Flagritz.

***** Inter Galactic News *****

The ship PRV HarCop Omega has been reported both in Orion and Corewards. This was the flagship of the former League Chairman, sacked from the role when the League went into administration and quietly disappearing beyond the edge of known space. It is thought that his return may have been for a clandestine meeting with his former contacts in Harlong and Coptuv. If so then he clearly has an agenda.

Unconfirmed stories that the Pirate King of The Pirate Holes and Million Islands is near completing research on the various larger ships his pirates have successfully captured over the past few years (big thanks to all the affiliations that participated in 'donating' ships). If the rumours are true it is likely a new armada of pirate ships using more advanced technology will be found in Corewards in the near future.

An supernova has been detected originating from just beyond the Transpiral Periphery. The rare event has created ripples in the subspace of the nearby stars. Nobody has reported any tangible ramifications but this is the first supernova in the current age of the Peripheries so esoteric scientists are excited by the prospect of grants to study the relatively nearby phenomena.
***** Inter Galactic News *****

*** Wimbles Crisis Solved ***

The Wimble Crisis of 217 has come to an end with the human Baron making way to the wimble Grandfather Paden Mastaak. Celebrations were held in Wimbledon upon the news with crack teams of Wimble security staff guarding all the pies.

It’s unclear how long the Wimbles will enjoy this new era of peace and self-determination.

Vocal Wimble Dinasha, one of Paden’s early backers, has chosen this precarious moment to bait Dewiek, Flagritz and humans who were initially disposed to be friendly to the new administration. Whilst the Wimbles' history with the former-slave-loving Flagritz could be understood, their animosity towards the Dewiek and humans was more mysterious. One insider alluded to a rise in the number of cases of foot-and-mouth across the herd as being a likely cause.

Inside this issue of the SSS: * Storm in a Teacup *** Yahn Bares All * &etc

***** Inter Galactic News *****

*** Knockin’ On Heaven’s Door ***

The stargates are closed! Reports from multiple sources indicate at least three of the stargates, all within Dewiek controlled systems, have been closed.

Two different sources have indicated that the TCA have been spotted recently in a number of systems and may be behind this turn of events. A scan sent to the SSS indicated eight TCA ships were recently spotted first in the Faery system and later near the Kasmer stargate.

Another source, suspiciously put the blame on the ARC, suggesting the ARC and DEN were working together because they “need to trap [the TCA] and try and finish them off after the DEN bodged their operation to protect the ARC while they incinerated the MEK homeworld, which ended up with several ARC ships being destroyed and the job only being half done."

However, with no public statement from the Dewiek themselves, its hard to know whether these rumours are reliable.

Lord Igor of the Dominion and Erasmus Andersen of the Garcia Family both offered public apologies at the delay in meeting their trade commitments because of the recent closures. The not-so-subtle subtext being that someone will pay with blood for this interference in their business. Or at least with a stealthy price rise.

Inside this issue of the SSS: * Wimble Civil Strife * Who Sniffs the Sniffers? * Largin’ It * &etc

***** Inter Galactic News *****

*** Videtis quantum scelus contra rem publicam vobis nuntiatum sit? ***

The Flagritz Empire is no more! The Flagritz Republic is reborn! Quick on the heel of the collapse of the Empire, the Fessin caste declared a new era of foreign and economic policy with a rapid withdrawal behind the Black Gate.

The new ecologically-friendly Prime Minister Kayxaer, asked for patience as “economic” reforms were undertaken. It remains to be seen whether there will be any price to pay for the dramatic changes being made by the reclusive Flagritzi or whether it will all be sunshine and rainbows going forward.

Inside this issue of the SSS: * Large at Large * &etc


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Over 20 years of content development
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I’ve played on and off for approximately 10 years, over a 20 year spell. After some interesting debate on the in-game forum, I did wonder what, exactly, has kept drawing me back to the game, when for so many others I’ve generally lost interest after a few months.

Ultimately, I think it is a combination of automation (that allows the game to handle thousands of positions to interact on a daily basis) coupled with Special Actions (that allow the story arc to develop in a way that could not be catered for by a set of predefined list of available orders).