Sub Types

Strategy, feedback, or anything SUBTERFUGE-related
Tue Oct 27, 2015 4:35 pm

  • I'm really just brainstorming ideas here. Some will be good (hopefully) and some won't, but at the very least I'll have fun throwing out ideas :).

    So my idea is that you can have subs of different types: Combat Subs (what we use now), Reinforcement Subs, Tank Subs, Convoy Subs, and Interceptor Subs. Each with advantages and disadvantages.
    Combat subs would act exactly like the subs we have now, that doesn't change. But the idea is that you can set what type of sub is being used.
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    Reinforcement subs would move 25% faster when aiding allies and maybe even yourself (unless it has a convoy), but would not be able to fight back against an opponent. In other words, a reinforcement sub can be taken by a pirate sub without dealing any damage to it. The sub would work just like a gift sub does now, but with the added bonus of movement speed.

    Tank subs would move 25-30% slower but would have a shield of 15 that acts just like an outpost's shield. The sub starts with 0 shield and builds up over time. This shield would also absorb 65% of a Sentry's damage (while dealing 4 damage to the shield as a result). A security officer does not increase the shield size.

    Convoy subs would be designed to protect precious cargo, such as the queen or other specialists. They would move regular speed and would be set to follow and protect a reinforcement sub until it reaches its destination. If an enemy ship comes within (idk, 2 hours or something) of the protected ship as indicated by a red circle, the convoy ship will divert course and attack that ship (prioritizing the most lethal sub).
    When attacking the enemy, the convoy sub receives an attack bonus equal to that of a king (1 kill for every 3 drillers). The disadvantage is that if the convoy ship is destroyed, the protected ship will move 50% slower. If the convoy ship wins, it will return to following its protected sub.
    Once the protected sub reaches its destination, the convoy sub will return to its closest outpost.
    Note: the convoy ship will not divert course if itself is targeted but will retain the attack bonus

    In order for many of these sub types to be viable, there needs to be a sub that can target subs without the need of a pirate.
    The interceptor sub would do just this. An interceptor acts the same as a combat sub with the exception that it attacks other subs. After reaching its target, it will return to its nearest outpost. This would not remove the need for a pirate. Instead the pirate would grant 200% movement speed to an interceptor sub and 400% movement speed when returning to the nearest outpost just like it always has. To balance the pirate back out, the pirate would be allowed to consecutively target subs without returning to an outpost if the player doesn't want it to (which makes sense for a pirate). And/or a pirate ship would not be targetable by an interceptor (unless that sub also has a pirate).

    So that's an idea to chew idea.
    exonto
     
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Tue Oct 27, 2015 6:06 pm

  • Too complicated man
    connor3491
     
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Tue Oct 27, 2015 10:10 pm

  • connor3491 wrote:Too complicated man

    Probably, but still as time goes on, for higher level players it might be a good thing. It certainly doesn't need this, but it might make it more tactical
    exonto
     
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Wed Oct 28, 2015 3:59 am

  • I don't think there's necessarily anything wrong with the actual ideas, but I think the complexity comes when you're adding a whole extra mechanic. Do you not think that some of these ideas (particularly the reinforcement and convoy ideas) would work just as well as specialists?

    The "Ally" specialist could receive a 2x speed bonus when used in a gift sub directed at an outpost not belonging to you, then on arrival it drops off the drillers/other specialists, then turns round and returns home at 4x speed. I don't know if this is powerful enough to be worth choosing over other specialists though?

    Similarly, a "Guardian" specialist could be sent from outpost A to outpost B, but will turn at 150% speed to attack any enemy sub that comes within 20% of sonar range, regardless of the course that enemy sub is on. Powerful, but easy to divert or get accidentally involved in a battle with an ally.
    granthor
     
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Wed Oct 28, 2015 1:37 pm

  • I am not sure I like this idea. I feel that a lot of the fun of the game is the fact that the idea is simplicity. You have subs and those subs carry drillers and then specialists move in and do stuff. I fell like you want to add complexity but I think a better way to add complexity would be adding specialists not subs. They do not change the base mechanics of the ge but are still fun and interesting. I believe everything you want to add could be added in and be more balanced if you added it with specialists.
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    chariot rider
     
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Wed Oct 28, 2015 3:35 pm

  • I feel like in order for this to ever work, there would need to be a system for allies to be formally declared, or the system could be manipulated.
    tortillion
     
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Wed Oct 28, 2015 5:53 pm

  • these sub types are fairly redundant with specialists, and therefore just adds unnecessary and uninteresting complexity. adding specialists that give you these effects is a lot cleaner.
    pmoney
     
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Wed Oct 28, 2015 8:02 pm

  • There's already 2 sub types (normal and gift), and I think we could just add a 25% speed bonus to a sub which is a gift tbh, so gifting yourself would be faster than sending a normal sub
    Kings aren't OP

    "Imagination is more important than knowledge"
    ----Albert Einstein
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    tw2000
     
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