Specialist Ideas

Strategy, feedback, or anything SUBTERFUGE-related
Tue Nov 17, 2015 10:57 am

  • Steward - pandasecret

    When the Queen is on a sub, the Steward can hire or promote. When both the Queen and the Steward are at an outpost, both will have the same hires available, and where you choose the specialist is where he/she will appear at the outpost where they were hired (obviously once a hire is chosen, the hire is no longer available to the other). Time between hires is reduced by two hours.
    EDIT: Removed speed buff, added time decrease.
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    chariot rider
     
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Fri Nov 20, 2015 11:59 am

  • Resource Manager - tw2000

    Promotes from Intelligence officer.
    Function: Allows you to destroy any number of drillers or specialists at any of your outposts or subs
    Symbol: A pile of coins
    Flavour text: Destroy so that others may survive.
    Kings aren't OP

    "Imagination is more important than knowledge"
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    tw2000
     
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Wed Dec 02, 2015 10:05 pm

  • I'm necroing this thread because, a. we need to sticky either this, or a new thread with this thread's purpose b. I think necroing is a lesser sin than repeating thread ideas.

    But Jesus, we need to put all the specialist ideas in one place, they make up like a third of all the threads on the forum, and there's no sign of them slowing down.
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    kevlargolem
     
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Wed Dec 02, 2015 10:11 pm

  • kevlargolem wrote:I'm necroing this thread because, a. we need to sticky either this, or a new thread with this thread's purpose b. I think necroing is a lesser sin than repeating thread ideas.

    But Jesus, we need to put all the specialist ideas in one place, they make up like a third of all the threads on the forum, and there's no sign of them slowing down.

    Yes I completely agree. That was the purpose of this forum when I created it acually - to make room for other topics. But it has been ignored and now the specialist ideas take up so much space.
    Kings aren't OP

    "Imagination is more important than knowledge"
    ----Albert Einstein
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    tw2000
     
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Wed Dec 02, 2015 10:12 pm

  • It also makes the Devs work much much easier when they're creating new specialists or new specialist packs in the future, if they do
    Kings aren't OP

    "Imagination is more important than knowledge"
    ----Albert Einstein
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    tw2000
     
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Wed Dec 02, 2015 10:13 pm

  • I posted this in another forums but I'll post it in here to make it easier for the Devs as well...

    I feel like if there were going to be new specialist packs in the future which can be purchased, or just some extra specialists, this class of specialists would certainly be interesting. I'm not saying you should be able to pay for these in game as like a one time purchase, because that would make the game 'pay to win'. You'd have to buy the pack, and if you choose to use it upon a game creation, only other people with that specialist pack can join the game.

    The idea is that upon hiring this specialist you then have the ability to have it do something to you or your enemy that works for a period of time. Then the specialist is useless unless you have a general. (or maybe the specialist just disappears?)

    Here are some examples. Of course, all of them would have names, but I'll leave them to others to name them.
    1. +30 max shields for 18 hours. Recharges all of them right after hire. (So you would be able to choose when you would want the period of 18 hours to start, and same with the others)
    2. Provides 'double the effects of funding' for 18 hours.
    3. Immobilizes all enemy subs that are not gifts coming towards your outposts for 16 hours. (enemy's lose control so navigators can't change course either)
    4. Doubles the speed of your subs for 12 hours.
    5. Doubles the effect of all your specialists where applicable for 4 hours.
    6. You have a limitless driller cap for 24 hours.
    7. Triples the number of drillers produced at each of your factories at the next production cycle.
    8. Upon being captured or taken control of by an enemy, halves the speed of all their subs for 12 hours.
    9. Upon being captured or taken control of by an enemy, destroys 50% of all drillers on subs that are not already gifts.
    10. Upon being captured or taken control of by an enemy, halves driller production speed for the next 16 hours.
    11. Upon being captured or taken control of by an enemy, renders all their specialists abilities useless for 4 hours.
    12. Upon being captured or taken control of by an enemy, disallows them to send any new subs for the next 8 hours.
    13. Upon being captured or taken control of by an enemy, renders their shields useless for 12 hours.

    the 'Upon being captured or taken control of by an enemy, 'phrase' could potentially give more value to saboteurs and (maybe?) assassins. It could also bear the possibility of an enemy giving an outpost away to the speciliast because they didn't want the effects to work on them at that time.

    Stacking would also be interesting, and would seem slightly OP to start with, but remember that they are only temporary effects and they cost 1 specialist hire, so I don't think they would be all that OP. They would provide people in losing situations to have a chance of revival, or people being attacked to defend better, or you attacks to be stronger, etc.

    These are just some ideas. Any suggestions, feedback, ideas, or anything else is appreciated!!
    Kings aren't OP

    "Imagination is more important than knowledge"
    ----Albert Einstein
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    tw2000
     
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Thu Dec 03, 2015 7:41 am

  • tw2000 wrote:It also makes the Devs work much much easier when they're creating new specialists or new specialist packs in the future, if they do


    Eh, I find that ideas like these, what I like to call "fun ideas", that are basically creative content- basically the devs never use these ideas. I cant say why for sure, I have a number of theories, but I can say that it is overwhelmingly true.

    But it is fun to talk about, (I've suggested Specialists ideas myself), and regardless of how useful it is, people are going to post about it. For the sake of organization, we should put them in one place.
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    kevlargolem
     
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Thu Dec 03, 2015 10:43 am

  • Agreed. I think all new specialists should be posted here. What about creating a separate thread specifically for that specialist and posting it here. If people want to talk about certain aspects of a specialist it would be better to do it on a separate thread so you do not clutter up this one.

    Prospector - Chariot Rider

    When hired gain +20 neptunium if your queen is at a mine. While at a mine all mine produce an additional 5 neptunium
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    chariot rider
     
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Thu Dec 03, 2015 2:22 pm

  • I'm going to ask moderators to create a forum section for Specialist and Game ideas!
    Reporting from the Bridge
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    pandasecret
     
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Thu Dec 03, 2015 3:59 pm

  • The game needs new promoted specialists. Chariot rider came up with the warden idea. That is a great idea because it isn't overpowering and captured specialists should be able to moved

    This adds on to the warren idea
    New promoted idea: if we can move specialists, why can't we execute them?

    Thief: converts 15% of the enemy's drillers to your side when attacking or sub to sub combat. Promotable to mercenary

    Mercenary: is able to execute captured enemy specialists at his outpost. Upon execution, steals 10% of that player's neptunium (if applicable). Travels 3x slower than ordinary Subs and can only execute 1 specialist every 6 hours

    Flavor Text: It is the blood that we desire

    What do you guys think
    kingtwyf1
     
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