Why is knowing initially their names desired?
Anyway, it feels somehow confusing starting at 33% detection...
What about:
Detection = int( 100 x [ Number_Of_Pieces_Collected / Number_Of_Pieces_Needed ] ) %,
where Number_Of_Pieces_Needed is a constant set by the game configuration at start.
If 2 pieces needed, then progression goes: 0%, 50%, 100%
If 3 pieces needed, then progression goes: 0%, 33%, 66%, 100%
If 4 pieces needed, then progression goes: 0%, 25%, 50%, 75%, 100%
etc...
Then each personal information has a threshold above which unlocks.
It only requires that the amount of personal info-pieces is at least the same as the max possible number of intel-pieces.
Besides, is there any reason why it has to be so unified? Seems only name & place has gameplay meaning.
If the rest is fluff... why not to give guys a little bit of personality?
Revealed info can be of all sorts (not always the same type, eg. eyes). The whole thing to be a string (aka "Smaragdine eyes" instead of eyes: "Smaragdine"). To make it less predictable, there can be an array of strings (personal tidbits) available on each threshold. Then content of thresholds for each person is semi-randomly assigned at the start. -> only if easy to do.
For example, in one of the games where the requirement is set at 3 intel pieces:
1st lieutenant might have gradually revealed the following info:
1. name (>15%), haircut (>30%),
2. distance between 1st cervical and 5th lumbar vertebrae in cm (>45%), favorite socks puppet (>60%),
3. number of fingers (>75%), the last known location/district (>90%)
2nd lieutenant:
1. name (>15%), self-assigned nickname (>30%),
2. amount of sugar he puts into his coffee in grams (>45%), favorite carpet pattern (>60%),
3. number of facebook friends (>75%), the last known location (>90%)
Stuff that makes hating or not hating easier (emotion->remembers). Who wouldn't want to kill sugar with coffee drinkers?
Additionally, there are two zones of information: invariable (say everything <=70%) and variable (>70%).
So once you find all the stuff below 70%, it stays. People don't change their biometrics or habits so easily, after all. However, intel between 100% and 70% is subjected to deterioration (but won't go under 70%). If you don't act fast (eg. within 2 days), the district isn't valid (not listed on city/gangscapes) anymore. Then you need to hunt that last piece of intel again. And, yeah, if you're stupid to let it drop way down to 70%, next time the 2nd lieutenant will have more facebook friends. So watch out! (i.e. would be neat to have info in the variable zone countable and dec/increase with each iteration)
And, least but not last, let me express criticism that showing detection percentages is very inhuman! (and redundant)
Hide those % numbers from interrogation and gangscape -> suddenly players are paying attention to names of enemies.
So, what do you think?