Balance Update Ideas. Ron and Noel want your opinion.

Strategy, feedback, or anything SUBTERFUGE-related

  • 1- engineer should be able to repair what king kills.
    2- 2nd and more kings need more hires to promote .
    3- tycoon add 25-30% to production and 2nd and more need more hires (like you need to waste 3 hires to have 2nd tycoon or 2nd king)
    4- infillator could erase all shields of an outspot when attacking that particular outspot. (Unless there is a inspector or there is queen/or not)

    I think the first 3 can completely balance the game .
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  • Plus , I think elder or war hero are totally fine .

    And I think losing just losing one generator for each king , isnt gonna fix the king issue.
    He was a fine player :D
    RIP rooz!

    (Im alive , just stopped playing !)
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  • I responded to the Noel's email by saying:
    - What specialists have been most requested to have a change. (King, tycoon, infiltrator, Etc)
    -A link to this thread so they can check out our other ideas
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  • nojo34 wrote:TK. I agree with most of the solutions, but the visions specs? Those are completely balanced in opinion. When you choose a vision spec you are giving up the option to hire something else that can be used in combat. That within itself is enough to balance the vision specialists out.

    What if instead it was a tweak to the sentry? It fires on 50% of standard sonar range?
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  • roadkiehl wrote:
    nojo34 wrote:TK. I agree with most of the solutions, but the visions specs? Those are completely balanced in opinion. When you choose a vision spec you are giving up the option to hire something else that can be used in combat. That within itself is enough to balance the vision specialists out.

    What if instead it was a tweak to the sentry? It fires on 50% of standard sonar range?


    Let me ask you this: When was the last time you got mad because somebody stacked sentries with vision specs. Mad like you do vs kings, in a normal mining game? I certainly haven't. The game doesn't last long enough to get a mega sentry built. If you do. The game is almost over then positions are mostly set. I mainly see mega sentries in domination mode. But the game isn't balanced around domination mode, mining is the main game mode. Sentries and vision specs are perfectly balanced in mining mode.
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  • nojo34 wrote:
    roadkiehl wrote:
    nojo34 wrote:TK. I agree with most of the solutions, but the visions specs? Those are completely balanced in opinion. When you choose a vision spec you are giving up the option to hire something else that can be used in combat. That within itself is enough to balance the vision specialists out.

    What if instead it was a tweak to the sentry? It fires on 50% of standard sonar range?


    Let me ask you this: When was the last time you got mad because somebody stacked sentries with vision specs. Mad like you do vs kings, in a normal mining game? I certainly haven't. The game doesn't last long enough to get a mega sentry built. If you do. The game is almost over then positions are mostly set. I mainly see mega sentries in domination mode. But the game isn't balanced around domination mode, mining is the main game mode. Sentries and vision specs are perfectly balanced in mining mode.

    I think that's fair. And I would like to see it become a viable strategy again :D
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  • I would like the pirate to only be able to target things within vision range. Subs which you can see outside vision range should be unable to be target. Pirate unfollow would be nice. May be nice for pirates to have a maximum duration out or navigators to have a maximum duration out.

    I would also like funding stacking to be reduced a bit. Funding is supposed to be a double edge sword in which the person you fund may attack you but in most of my games its not really that way. It is mostly the top funding someone who then becomes extremely tough to beat who is not going to attack the top because he's receiving funding so he attacks everyone else and essentially becomes a guard dog.

    For kings maybe any base which does not have sufficient shields the drillers take an hour or more to launch out from that base. I'm not too worried about king stacking. Perhaps just slowing the drillers down further is enough.
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  • Opinions on the saboteur? I dislike that he is a one time use defender (bc he always gets captured unless you have a Diplo), but don't want him to be able to revert all attacking subs so you can send it ahead of a Martyr or other attack sub.
    I feel like the sabo can deserve a change, but not sure what.
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  • I think sabo is okay. He just have to pair with someone like pirate, navi, general. Sabo then pirate it back. Or sabo then helmsman navi to target and take the opponents base while his drillers are still traveling back and then sabo his drillers again. Sabo is pretty strong for turtling.
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  • nojo34 wrote:TK. I agree with most of the solutions, but the visions specs? Those are completely balanced in opinion. When you choose a vision spec you are giving up the option to hire something else that can be used in combat. That within itself is enough to balance the vision specialists out.


    Yes and no.


    Yes, the vision specs are absolutely 'fair' in the idea that they cost a hire.

    No. They really are not balanced. At least, when they are stacked. See, vision/fog of war is an extremely important aspect of the game. - It directly relates to diplomacy. - Even with a single Intel Officer hire, which doesn't sound like much, you get a massive boost to your vision. - Allowing you to see roughly 2, maybe 3 bases into your neighbors. As opposed to the 1, maybe 2 bases of standard sonar. That effect removes all immediate risk of initiating an attack.

    And that's just 1 Intel Officer. - It only takes a few more after that to effectively be able to see the whole map.

    Either way, stacking vision specs takes away from the spirit of the game. Much like stacking Admirals does.


    I would love to see vision stacking either eliminated completely by making the bump only effect standard sonar range.
    OR
    Put the standard sonar range nerf on the princess only, and make the Intel officer a promotable spec of the sentry.

    roadkiehl wrote:What if instead it was a tweak to the sentry? It fires on 50% of standard sonar range?


    I actually don't have a problem with the sentry/sentry stacking. Sure, you could make them fire based off of 50% standard range, but that still doesn't change the fact that one player can see the entire map...
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