Goodmorning all
I think that "SuperSpys" would fit well with your system, but give players who want that extra control over movement an option. Having visable / playable "SuperSpy" units allows for greater micromanagement and the increased chance of an enemy kingdom detecting them.
The problem with Super Spys as on board (covert) units (rather then Spec Ops), is that most of thier functions involve being part of something, normally something abstract like 'Faction Alpha's diplomatic corps' if you where going to 'put' that somewhere it would be the capital city, All your spys would have to individually marched over to the capital city and given order when there to join this that or the other branch.
what i'm proposing is that the user tells a spy what roll it's going to play, what mission it's going to do, And then the covert spy gets itself to wherever it needs to be do to that. Instead of going to a city then choosing what to do, you choose what to do, and let to spy take care of the getting it done. However Spec-Ops units would behave more as you're explination of Super spys.
Re detection, no matter the system, detection will be balanced appropreately, so no one system is more detectable then any other, by releace time.
Example: You have built a powerful assassin type spy.
I could see the exmples being good for Spec-Ops units. I've not yet worked out a good system for most of the Spec Ops opperations which isn't suspeptible to 'save, use some number of random numbers, try, if fail load and use a differnt number of random numbers before trying again'. Having all Spec Opps opperations be reduced to fight some units, if win yay if loose boo . . . might work . . . . i don't know i'll have to think about it. That would be consistent with Spec_ops units being firstly and formostly military in nature....
As I proposed them they would be very diffferent from military units so I don't really know exactly what you are getting at. Theu would add another dimension to the game.
That's actually part of the problem, Frogboy has already told us that all military units are to be cut from the same cloth, (take a normal dude, equip and train them.) Frogboy specifically stated that the game will ship with the minimal number of pre-set units (no knight unit but a unit with armour, sword, and mounted on a horse, which you could call a knight, if you wanted to.). I think a good on map 'spy' unit should be true to that ideal. Making a preset and property fixed unit called a 'spy' goes against what stardock is going for. . . at least in my interpritation of what has been said. That's why i propsed 'Spec-Ops' unit system, where all abilities are derived from being given specific training and equipment that can be as mixed and matched as all other elemental units.
Regarding a "dark" system, to me poisoning and assassinating people is about as dark as it has to get ...
Ah, my appologies, my use of dark there was a mixture of definitions 7 -9 and 12- 13 from http://www.thefreedictionary.com/dark
IE, when i accuse assassinations and poisonings of not being dark, i mean that they seam obvious and straight forward. Enemy hero being a problem, kill him. Want to hut a town, poison it. A system i would appreciate would muddy the water between 'good guys' and 'bad guys', mix 'my side' with 'there side' so sometimes it's hard to be sure who's side who's on.
Concider, if a spy is going to become a member of my diplmatic core, that spy has got to be at least as good a diplomat, if not better, then those i have, otherwise they would not be promoted into the team. Having a spy in your mists boosts your proformance (becuase they are doing great work to inorder to get themselves promoted and trusted). But that boost in proformance comes with a cost when that spy betrays me. That is what i ment by dark, nothing is clear cut good or bad for anybody, all spy actions should have both + effects and harmful effects, the harmful ones always outweighting benifitial ones. (This assumes that most fields will have bonuses being applied to them for various units/people, so that having a bonus doesn't give away immideately that there is a spy, since the bonus could be a legit bonus assosiated with a friendly unit.)
Re
If you reread the post you'll see that it is not at all based on a single roll.
I had read your post, my RNG comment was directed at Lomion's system, the system you proposed suffers less from the RNG problem. I might incorperate your 'preperation period' suggestion into my Spec-Ops mechanics.
Take care all
Robbie Price