Whether you personally believe that the king should be nerfed or not, it is impossible to browse the forums without finding some new idea to nerf the king.
This is simply going to be a list of all these ideas so that they can all be viewed in one place side-by-side. I'll keep my own personal opinions out of the list.
I will try to keep this list up to date through edits, so feel free to post what needs to be changed or added. Let me know if I got any of this information wrong so that it can be changed right away.
Disclaimer: None of these ideas are mine, but it is hard to determine if the person I found these from came up with them or if they saw them from somewhere else, so I left them uncredited.
Also, there are usually many different variants of the same idea. I only included more than one variant if it made a huge difference, otherwise I only have one version.
Diminishing Returns
At face value, the problem with the king stems from the fact that stacking is so powerful. This idea would have the king's effect gradually decrease with each new king that is hired.
This means your first king would destroy drillers on a 3-1 ratio, you second king on a 4-1 ratio, third king on a 5-1 ratio, so on and so forth.
Numbers:
On a sub with 100 drillers
1 King: 33
2 Kings: 33 + 25 = 58
3 Kings: 33 + 25 + 20 = 78
4 Kings: 33 + 25 + 20 + 17 = 95
On a sub with 50 drillers
1 King: 17
2 Kings: 17 + 13 = 30
3 Kings: 17 + 13 + 10 = 40
4 Kings: 17 +13 + 10 + 8 = 48
Heirs to the Throne
There can only be one Queen, so it only makes sense that there can be only one King.
This idea suggests that there be an alternative promotion for the hypnotist if you already have a king in play. What exactly this specialist would be called or even do is still up in the air. One of the most overarching suggestions for it is the ability to become a King once your King is captured, much like the Princess to the Queen.
Links to ideas for what the heir would be:
Duke - http://forums.subterfuge-game.com/viewtopic.php?f=5&t=1177&hilit=Duke
Prince - http://forums.subterfuge-game.com/viewtopic.php?f=5&t=1485&hilit=Prince
Negative Shields
Many people's issue with the king is that his negative ability, draining your shield by 20, doesn't affect you once your bases reach a shield of zero. This means there is close to no negative effect on any King you get after the first one. But what if the shields didn't stop at zero?
This idea states that if your king's effect of dropping shield is higher than the amount of maximum shield at a base, that base goes into a negative shield. When your base is under attack, the amount of negative shield is added to the enemy sub as a sub shield. If the enemy sub wins the battle with some sub shield left over, that shield is moved onto the base.
Example:
Player A has 3 kings meaning their shield should be dropped by 60.
Player A owns a heavy generator, which would normally have 20 shield, but due to the 3 kings is dropped by 60 to a -40. He also has 30 drillers positioned at this base.
Player Q attacks Player A's generator with a sub that has 70 drillers.
Player Q loses 30 drills because of Player A's three kings leaving the sub with 40 drillers.
Player Q's sub gains a sub shield of 40 because the outpost is at negative shield.
Player Q's sub shield blocks Players A's 30 drillers leaving Player Q with a 10 sub shield.
Player Q takes over the generator and has 40 drills positioned there.
Player Q's remaining sub shield is transferred over to the generator putting it at 10 out 20 shield.
Can someone let me know if I have this written right? The whole topic got a little confusing after a while.
Localize the King's Global Effect
It is too easy for people to hide their Kings behind a wall of innumerable drillers, so this idea makes the King take a bit more of the front lines.
Like every King nerf idea, this one has a few variants from one person to another. Here are some I found:
1) The King would work more like an engineer. His global would kill 1 driller for every 5 that he owns, but his local would still kill 1 driller for every 3 drillers he owns.
2) The King keeps his same effects of destroying 1 driller for every 3 he owns but now only the subs and bases in his outpost's range are actually affected by it.
Decreasing Production
Since dropping shields don't negatively stack, this idea proposes that the King's negative effect should be changed to something production based that would be able to stack.
There is still a little debate at whether he should drop your max drill cap by around 50 or if he should take a page out of the Minister of Energy's book and drop all factories drill production by one.
King Works After the Shield
One of the more simpler solutions, this one has the King count up his drillers and destroy the opponents drillers after the Shield Phase instead of after the Specialist Phase.
Here are some quick numbers:
After the Specialist Phase (How it is now)
Player C has 1 King
Player Z has an outpost with 40 drillers and 15 shield.
Player C attacks Player Z with a sub that has 80 drillers.
Player C's King destroys 27 drills leaving Player Z with 13 drills.
Player Z's shield drops Player C's drillers down to 65.
Player C takes the base with 52 drills left.
After the Shield Phase (The Suggested Method)
Player C has 1 King.
Player Z has an outpost with 40 drillers and 15 shield.
Player C attacks Player Z with a sub that has 80 drillers.
Player Z's shields drop Player C's drillers down to 65.
Player C's King destroys 22 drills leaving Player Z with 18 drills.
Player C takes the base with 47 drills left.
Did I miss any ideas? Let me know through a reply or private message and I'll try to add it.