Specialist Idea "Mechanic"

Strategy, feedback, or anything SUBTERFUGE-related
Tue Dec 01, 2015 8:02 pm

  • Description: Decreases shield charge length of all outposts by 20% (rounded to nearest whole number). Decreases energy output from each generator by 5.

    What this means: Normally, a shield takes 48 hours to fully charge. With a Mechanic, a shield takes 38 hours to fully charge. With 2 Mechanics, a shield takes 30 hours to fully charge, etc.

    What do you guys think? Will this lessen the effects of inspector or security chief?
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    pandasecret
     
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Tue Dec 01, 2015 9:18 pm

  • I feel like this is just a pathetic enspector and that adding this is more apharm than good due to special draws. It would decrease the chances of pulling other specialists and I personall wouldn't use it.
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Tue Dec 01, 2015 9:35 pm

  • It should be, instead of 5 electricity, be 10% of electricity
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    tw2000
     
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Tue Dec 01, 2015 9:42 pm

  • pandasecret wrote:Description: Decreases shield charge length of all outposts by 20% (rounded to nearest whole number). Decreases energy output from each generator by 5.

    What this means: Normally, a shield takes 48 hours to fully charge. With a Mechanic, a shield takes 38 hours to fully charge. With 2 Mechanics, a shield takes 30 hours to fully charge, etc.

    What do you guys think? Will this lessen the effects of inspector or security chief?

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    I do like specialists ideas that deal with shields! There are plenty of specialists that deal with Drillers but only a few that really interact with shields- Infiltrators, Inspectors, Security Chiefs, Queens, and Kings(kinda).

    I like that you added a debuff- limits their drillers maximum forcing them to rely on looking big with huge shields or with defensive specialists rather than on a huge army.
    I believe this specialist would do a few things-
    1. Encourage a more defensive play style- Security Chiefs especially- and cause many people to turtle a bit.
    2. This in turn would make the infiltrator a better specialist- Any new specialist that buffs shield also makes the infiltrator more useful- poor guys doesn't see much play.
    3. Slow the effects of the tinkerer while the tinkerer would counter act the effects of the the Mechanics Debuff.

    Becuase it is a percentage based it will scale very well with the security chief-(20% or 30shield will obviously be more than 20% of 20Shield)
    Last edited by janitorialduties on Tue Dec 01, 2015 10:06 pm, edited 1 time in total.
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Tue Dec 01, 2015 9:48 pm

  • janitorialduties wrote:
    pandasecret wrote:Description: Decreases shield charge length of all outposts by 20% (rounded to nearest whole number). Decreases energy output from each generator by 5.

    What this means: Normally, a shield takes 48 hours to fully charge. With a Mechanic, a shield takes 38 hours to fully charge. With 2 Mechanics, a shield takes 30 hours to fully charge, etc.

    What do you guys think? Will this lessen the effects of inspector or security chief?


    I do like specialists ideas that deal with shields! There are plenty of specialists that deal with shields but only a few that really buff shields- Inspectors, Security Chiefs, Queens, and Kings(kinda).

    I like that you added a debuff- limits their drillers maximum forcing them to rely on looking big with huge shields or with defensive specialists rather than on a huge army.
    I believe this specialist would do a few things-
    1. Encourage a more defensive play style- Security Chiefs especially- and cause many people to turtle a bit.
    2. This in turn would make the infiltrator a better specialist- Any new specialist that buffs shield also makes the infiltrator more useful- poor guys doesn't see much play.
    3. Slow the effects of the tinkerer while the tinkerer would counter act the effects of the the Mechanics Debuff.

    Becuase it is a percentage based it will scale very well with the security chief-(20% or 30shield will obviously be more than 20% of 20Shield)
    nut-309717_640.png

    Ummm...you don't get what he means. What the specialist is supposed to do is reduce the amount of TIME taken to fully recharge a shield by 20%. THis way, inspectors would be less useful. And with the MoE you could transfer the effects of the electricity output into an effect on the driller production rate.
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Tue Dec 01, 2015 10:12 pm

  • tw2000 wrote:Ummm...you don't get what he means. What the specialist is supposed to do is reduce the amount of TIME taken to fully recharge a shield by 20%. THis way, inspectors would be less useful. And with the MoE you could transfer the effects of the electricity output into an effect on the driller production rate.


    What did I say that makes you think I thought the inspector would be good? I believe I understand perfectly well how specialist works.
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Tue Dec 01, 2015 10:22 pm

  • janitorialduties wrote:
    tw2000 wrote:Ummm...you don't get what he means. What the specialist is supposed to do is reduce the amount of TIME taken to fully recharge a shield by 20%. THis way, inspectors would be less useful. And with the MoE you could transfer the effects of the electricity output into an effect on the driller production rate.


    What did I say that makes you think I thought the inspector would be good? I believe I understand perfectly well how specialist works.

    sorry I interpreted
    2. This in turn would make the infiltrator a better specialist- Any new specialist that buffs shield also makes the infiltrator more useful- poor guys doesn't see much play.
    as you thinking that the inspector would be good in this case
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Tue Dec 01, 2015 10:45 pm

  • tw2000 wrote:It should be, instead of 5 electricity, be 10% of electricity


    Whats your thoughts behind this? I think a 20% in shield regeneration isn't too strong.
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Tue Dec 01, 2015 11:59 pm

  • janitorialduties wrote:
    tw2000 wrote:It should be, instead of 5 electricity, be 10% of electricity


    Whats your thoughts behind this? I think a 20% in shield regeneration isn't too strong.

    So you think -5 electricity is enough and that it doesn't need to be increased right? But when 10% stacks its actually less.
    If you had 2 it would be 50-5-5=40, but with % it would be 0.9(0.9(50))=40.5 which could be rounded to 41
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Wed Dec 02, 2015 6:01 pm

  • tw2000 wrote:So you think -5 electricity is enough and that it doesn't need to be increased right? But when 10% stacks its actually less.
    If you had 2 it would be 50-5-5=40, but with % it would be 0.9(0.9(50))=40.5 which could be rounded to 41


    I chose -5 for simplicity as that would be easier to calculate in your head and probably easier to code. Besides, the difference between two Mechanics in energy output isn't that big. For example at 6 generators, that would only be a 6 energy difference (240 vs 246).
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