Going with my general preference of more options = better, I support this generally. But I have a few notes on the specifics.
skychaser wrote:In this mode. As soon as you got a card you also gain a view of the country that card belongs to. So you immediately had a view of the places you had in your cards.
This is what really sets this suggestion apart from similar suggestions that are in this forum. Allowing cards to have some functionality prior to turning them in is a very unique idea compared to the other alternative spoil ideas.
skychaser wrote:And by exchanging your cards you could even see the adjacent positions for say 5 rounds or more(balance changes).
This is a cool twist. I have no idea how much work this would take to code. You might run into people telling you that this would take a lot of work and would be a "major" new feature (like trench, etc.). But I think this is a very interesting idea.
skychaser wrote:By adding some tweaks we could ensure the player would never gain a card for a territory that's already in his possession, unless there's not any card to be taken outside his possessions.
I don't think this is necessary. When you combine the possibility of getting your own card with the 5-round visibility idea, this actually would be pretty cool. You might have a territ in the area that you're keeping around just for visibility, but you can lose this territ and still have visibility for a couple of rounds.
greenoaks wrote:this wouldn't be of much use if it is to apply only to No Spoils FoW games
It's an
alternative to no spoils. What he means is that you still don't get reinforcements from spoils, but you do get cards which have other functions.
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More generally, I like the term "satellite" but I think "spy" cards would sound cooler. Having a spy card is like having a spy in that country. It doesn't matter if you have actual military or diplomatic presence in the country, you can still see it. Turning in spy cards is akin to a spy reaching high levels within the region. He is now able to gain intel about the surrounding territs, too. Unfortunately, after 5 rounds the spy "goes native" and you lose him.
Under either the "spy" or "satellite" moniker, I think it's obvious that a cool medal could and would be implemented along with this.
I think this would add a really cool wrinkle to gameplay. My mind is reeling with ways that this would change play.
As a final thought for anyone who wants to amend this suggestion or make a different one. Wouldn't it be cool if "spy" cards were implemented not as a separate spoil type, but as a "special gameplay option" (like fog, trench)? So you could have escalating spy cards. I'm picturing large map escalating games where one of the factors is luck in being able to find the enemy's last couple territs for the take out. Now you would have an added element of getting some lucky cards or trying to deduce from little snippets you can see or have seen on the map throughout the game.