Specialist Ideas

Strategy, feedback, or anything SUBTERFUGE-related
Thu Dec 03, 2015 4:35 pm

  • kingtwyf1 wrote: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

    I also submitted a idea for a promoted Infiltrator - the Siege Master.
    I like your idea but I don't think it needs the speed reduction or execution limit. Also, I don't see how Thief and Mercenary would be linked together: A man who specializes in sneaking in drillers suddenly knows how to behead people? It would make more sense as a promoted Assassin perhaps, and rename it Executioner.
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Thu Dec 03, 2015 4:48 pm

  • pandasecret wrote:
    kingtwyf1 wrote: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

    I also submitted a idea for a promoted Infiltrator - the Siege Master.
    I like your idea but I don't think it needs the speed reduction or execution limit. Also, I don't see how Thief and Mercenary would be linked together: A man who specializes in sneaking in drillers suddenly knows how to behead people? It would make more sense as a promoted Assassin perhaps, and rename it Executioner.


    Mercenary comes from the stealing while killing (neptunium). The reason I picked thief over assassin is your get 2 per hire. 2 possible mercenaries fast. What does a navigator have to do with speed, etc.
    kingtwyf1
     
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Thu Dec 03, 2015 6:49 pm

  • Here is one of my favorites I have made in terms of theme and functionality. I love the thought of a spy comming near your border and stealing your secrets and using them against you. I am curious to know what you think.

    Spy - Chariot Rider

    Global: increases the radar rang of all outposts with specialists by 20%. Local: at least one of your opponents specialists within a spy's outpost sonar range will have a 100% chance of being in your queens next available hire (he replaces one if the specialists in the hire screen). If a specialist is promoted you get thier base version, example; instead of getting a king you get a hypnotist. Cannot target queens or captured specialists.

    So this is useful if you need a certain specialist. Say if you need a sabatour to repel an attack but it didn't come up in your hire choice you can just stick a spy in to watch your opponent and get a chance to get his spy. What do you think?
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Thu Dec 03, 2015 6:58 pm

  • chariot rider wrote:So this is useful if you need a certain specialist. Say if you need a sabatour to repel an attack but it didn't come up in your hire choice you can just stick a spy in to watch your opponent and get a chance to get his spy. What do you think?

    Don't you mean "watch your opponent and get a chance to get his saboteur"?
    Good idea, I like it, although this could lead to weird stacking problems:
    If an enemy as a sentry in your spy's range, then you could get a sentry every hire as long as the sentry stays there - a total of 3 sentries in less than 3 days. I think that would quite unbalanced...
    Also, what happens when there are more than 3 enemy specialists in your radar? Will you get more than 3 hires or will the selection be randomized and limited to 3?
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Thu Dec 03, 2015 7:44 pm

  • Yeah the spy could be incredibly broke. Ally with someone who has a hypnotist, put it as the only specialist in spy range. Hire three hypnotist show...three kings later you win.
    connor3491
     
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Thu Dec 03, 2015 8:33 pm

  • pandasecret wrote:
    chariot rider wrote:So this is useful if you need a certain specialist. Say if you need a sabatour to repel an attack but it didn't come up in your hire choice you can just stick a spy in to watch your opponent and get a chance to get his spy. What do you think?

    Don't you mean "watch your opponent and get a chance to get his saboteur"?
    Good idea, I like it, although this could lead to weird stacking problems:
    If an enemy as a sentry in your spy's range, then you could get a sentry every hire as long as the sentry stays there - a total of 3 sentries in less than 3 days. I think that would quite unbalanced...
    Also, what happens when there are more than 3 enemy specialists in your radar? Will you get more than 3 hires or will the selection be randomized and limited to 3?


    I don't think I described the spy to well. He only gives you 1 of the specialists in his range. The other specialists in range are ignored. I could have made that clearer. As for your other points I will probably revise the spy in order to solve the guarenteed specialist. I could have his ability have a 50-50 chance of going off or putting a time limit on it.
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Thu Dec 03, 2015 8:40 pm

  • Spy - Chariot Rider

    Global: increases the radar rang of all outposts with specialists by 20%. Local: there is a 50% chance every 24 hours that at least one of your opponents specialists within a spy's outpost sonar range will have a 100% chance of being in your queens next available hire (he replaces one if the specialists in the hire screen). The odds of selecting a specialist goes down by 32
    % for every specialist of that kind you already own. If the spy successfully performs his ability reduce the shield of his outpost to 0. If the spy is captured you may not launch subs with specialists for 12 hours.

    Icon: a tilted spy hat
    Flavor text: one need not waste time with politicians when documents can say so much more

    Ok. This should make him a bit more balanced however it is now more confusing. I put a time limit, 50% chance, a negative effect when he is successful, and a terrible effect of he is captured. Your thoughts?
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Thu Dec 03, 2015 9:33 pm

  • chariot rider wrote:Spy - Chariot Rider

    Global: increases the radar rang of all outposts with specialists by 20%. Local: there is a 50% chance every 24 hours that at least one of your opponents specialists within a spy's outpost sonar range will have a 100% chance of being in your queens next available hire (he replaces one if the specialists in the hire screen). The odds of selecting a specialist goes down by 32
    % for every specialist of that kind you already own. If the spy successfully performs his ability reduce the shield of his outpost to 0. If the spy is captured you may not launch subs with specialists for 12 hours.

    Icon: a tilted spy hat
    Flavor text: one need not waste time with politicians when documents can say so much more

    Ok. This should make him a bit more balanced however it is now more confusing. I put a time limit, 50% chance, a negative effect when he is successful, and a terrible effect of he is captured. Your thoughts?

    I think its too complicated. How will this fit in the specialist explaination box?
    Kings aren't OP

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Fri Dec 04, 2015 11:44 am

  • tw2000 wrote:
    chariot rider wrote:Spy - Chariot Rider

    Global: increases the radar rang of all outposts with specialists by 20%. Local: there is a 50% chance every 24 hours that at least one of your opponents specialists within a spy's outpost sonar range will have a 100% chance of being in your queens next available hire (he replaces one if the specialists in the hire screen). The odds of selecting a specialist goes down by 32
    % for every specialist of that kind you already own. If the spy successfully performs his ability reduce the shield of his outpost to 0. If the spy is captured you may not launch subs with specialists for 12 hours.

    Icon: a tilted spy hat
    Flavor text: one need not waste time with politicians when documents can say so much more

    Ok. This should make him a bit more balanced however it is now more confusing. I put a time limit, 50% chance, a negative effect when he is successful, and a terrible effect of he is captured. Your thoughts?

    I think its too complicated. How will this fit in the specialist explaination box?


    It only seems complicated because we're discussing a strategy to be used with it.
    Think about it, most specialists descriptions are fairly bland, but the combos are complicated.

    e.g The Double Agent explanation doesn't tell you about the Triple Agent strategy, but the strategy itself would take a lot more space to explain.

    e.g The game never tells you which specialists stack and which ones don't

    The game leaves a lot of learning to the player, during games.
    We may view this specialist as complicated now, but once we play a game or two with it, it will make sense, right? Same with most other specialists.
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Fri Dec 04, 2015 8:55 pm

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    chariot rider wrote:Spy - Chariot Rider

    Global: increases the radar rang of all outposts with specialists by 20%. Local: there is a 50% chance every 24 hours that at least one of your opponents specialists within a spy's outpost sonar range will have a 100% chance of being in your queens next available hire (he replaces one if the specialists in the hire screen). The odds of selecting a specialist goes down by 32
    % for every specialist of that kind you already own. If the spy successfully performs his ability reduce the shield of his outpost to 0. If the spy is captured you may not launch subs with specialists for 12 hours.

    Icon: a tilted spy hat
    Flavor text: one need not waste time with politicians when documents can say so much more

    Ok. This should make him a bit more balanced however it is now more confusing. I put a time limit, 50% chance, a negative effect when he is successful, and a terrible effect of he is captured. Your thoughts?
    connor3491
     
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