ucross wrote:I think the balance is a little off.
Here are the changes I'd make:
Buffs:
Infiltrator: removes 30 shields (from 20)
Intelligence Officer: increases all sonar range by 40% (from 25%)
Diplomat: You get 2 of them
Princess: Increases shields at local outpost by 10 (from 0)
Thief: Steals 20% (from 15%)
Nerfs:
Tycoon: 20% increased driller production (from 50%)
King: kills 1 driller for every 6 you have (from every 3)
Navigator: Can only add course alterations at an outpost (once en route can't give the sub new commands)
Admiral: Gives no speed speed boost to the admiral himself (only the subs without specialists)
Tinkerer: increases generation by 2x shields (instead of 3x shields)
Minister of Energy: Increases generation by 200 (instead of 300)
Okay, well the
Tycoon nerf is a tad harsh...No one would bother to hire him...
King nerf is just unreasonable.
Navigator nerf...really? You would
literally take it's ability out of the game...
Why would it be useful to alter course once I already reached the outpost? Normal subs already do that.
Admiral? Seriously, you just want to remove his local altogether? It's not even overpowered, most people just stack Admiral global skill.
Tinkerer/MoE: These specialists are fine. Their negatives are more than enough to cancel the positives.
Intelligence Officer: So you want to take princess' skill...and basically give it to intelligence officer
on a global scale? For one hire?
Princess buff is okay, I guess, but it's not exactly needed
The
Thief does not need any buff, people just underate him.
His skill steal 30% already (Because he deducts 15% from enemy and adds 15% to himself)
Infiltrator, I think they should just add a promotion with stronger skills
2
Diplomats...sounds sketchy, Diplomat wouldn't be 'OP' with double hire but...I can see problems arising with it.
Sorry if I sounded mean, I'm tired.
These are just my ideas, so feel free to shoot them down