Specialist Ideas

Strategy, feedback, or anything SUBTERFUGE-related
Mon Dec 07, 2015 8:01 am

  • Many people (including myself) feel the infiltrator is underpowered. So I decided to create a promotion to the specialist that may make the infiltrator more appealing.

    Demolition expert

    Drains 10 shelf charge from an enemy outpost in combat. If at the end of the specialist phase the outpost has no shields destroy 20 enemy drillers.
    Icon: a big explosion
    Quote: collateral damage is far more effective than machines ever will be
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    chariot rider
     
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Mon Dec 07, 2015 5:47 pm

  • I feel like the primary reason infiltrators become obsolete in late games is due to multiple shield stacking. For that purpose the demolition expert would be worse than the infiltrator. Maybe the other way around- the demolition expert depletes 20 shields and after the specialist period if any shields remain the demolition expert destroys drillers equal to (75% of?) the remaining shield charge.

    One from me:
    Dispatcher - not sure about the name
    2 per hire
    The dispatcher travels 25% faster than the ordinary sub ( does not stack) if the dispatcher crosses paths with any friendly or gift sub the drillers and specialists aboard are added to the dispatcher's sub.
    pgroot
     
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Mon Dec 07, 2015 5:57 pm

  • chariot rider wrote:Many people (including myself) feel the infiltrator is underpowered. So I decided to create a promotion to the specialist that may make the infiltrator more appealing.

    Demolition expert

    Drains 10 shelf charge from an enemy outpost in combat. If at the end of the specialist phase the outpost has no shields destroy 20 enemy drillers.
    Icon: a big explosion
    Quote: collateral damage is far more effective than machines ever will be

    I also had the idea for Siege Master (viewtopic.php?f=5&t=1283): Basically, he converts 33%-66% of enemy shield cap into drillers on your side. This way, the bigger the enemy shield, the bigger the extra damage!
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    pandasecret
     
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Mon Dec 07, 2015 9:32 pm

  • pgroot wrote:I feel like the primary reason infiltrators become obsolete in late games is due to multiple shield stacking. For that purpose the demolition expert would be worse than the infiltrator. Maybe the other way around- the demolition expert depletes 20 shields and after the specialist period if any shields remain the demolition expert destroys drillers equal to (75% of?) the remaining shield charge.

    One from me:
    Dispatcher - not sure about the name
    2 per hire
    The dispatcher travels 25% faster than the ordinary sub ( does not stack) if the dispatcher crosses paths with any friendly or gift sub the drillers and specialists aboard are added to the dispatcher's sub.

    Here's a promotion from that:
    Burglar - Promotes from 1 Dispatcher
    Burglar - Before sub-sub combat, the Burglar steals/takes all drillers and specialists from another sub (own subs, enemy sub, gift sub, etc.) the drillers are added to the sub, while the specialists are sent to your nearest outpost (therefore there is no combat). A burglar is killed if it is shot by a sentry. Global: Decreases your outposts' max shield by 10
    Last edited by tw2000 on Mon Dec 07, 2015 9:35 pm, edited 1 time in total.
    Kings aren't OP

    "Imagination is more important than knowledge"
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    tw2000
     
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Mon Dec 07, 2015 9:35 pm

  • tw2000 wrote:
    pgroot wrote:I feel like the primary reason infiltrators become obsolete in late games is due to multiple shield stacking. For that purpose the demolition expert would be worse than the infiltrator. Maybe the other way around- the demolition expert depletes 20 shields and after the specialist period if any shields remain the demolition expert destroys drillers equal to (75% of?) the remaining shield charge.

    One from me:
    Dispatcher - not sure about the name
    2 per hire
    The dispatcher travels 25% faster than the ordinary sub ( does not stack) if the dispatcher crosses paths with any friendly or gift sub the drillers and specialists aboard are added to the dispatcher's sub.

    Here's a promotion from that:
    Burglar - Promotes from 1 Dispatcher
    Burglar - Before sub-sub combat, the Burglar steals/takes all drillers and specialists from another sub (own subs, enemy sub, gift sub, etc.) the drillers are added to the sub, while the specialists are sent to your nearest outpost (therefore there is no combat). A burglar is killed if it is shot by a sentry. Global: Decreases your outposts' max shield by 10

    Oh gosh think about a pirate/burglar/nav combo........
    Kings aren't OP

    "Imagination is more important than knowledge"
    ----Albert Einstein
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    tw2000
     
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Thu Dec 10, 2015 8:03 pm

  • with sooooo many specialists topics its hard to find to see if anyone has ever brought this up

    instead of a new specialist what about a split tree for specialists

    example
    Inspector promotes to Sec Chief OR an alternate that quickens shield regen globally. allowing you to have different choices with the same hire

    Foreman promotes to Engineer that recovers 25% of losses in a win OR the alternate being resurrection of 10% of all losses(regardless if you won or lost).

    these are just examples. most specialists could have a dual tree easily.
    bimmer28
     
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Thu Dec 10, 2015 8:28 pm

  • Oh I like the idea of duality. I'm not sure if it's practical to apply to the game, but it is a neat concept.

    bimmer28 wrote:Foreman promotes to Engineer that recovers 25% of losses in a win OR the alternate being resurrection of 10% of all losses(regardless if you won or lost).


    Regarding the latter part, how would that work? For instance, in a simple 10 vs 20 driller battle, I lose 10 drillers so it is now, 0 vs 10. Do I revive 1 driller to damage the opponents remaining 10, leaving him at 19? Isn't that basically a twisted version of the king? Destroy 1 enemy driller for every 10 drillers lost in combat? Idk. Sounds like hard math. :P

    I think a better duality split for the foreman would be a kind of global production buff. Maybe all factories produce 2 more drillers a cycle, or all factories in sonar range produce 4 more. Of course that has an end result very similar to the tycoon. It just works in the opposite way.
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    v3xt
     
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Thu Dec 10, 2015 8:45 pm

  • v3xt wrote:Oh I like the idea of duality. I'm not sure if it's practical to apply to the game, but it is a neat concept.

    bimmer28 wrote:Foreman promotes to Engineer that recovers 25% of losses in a win OR the alternate being resurrection of 10% of all losses(regardless if you won or lost).


    Regarding the latter part, how would that work? For instance, in a simple 10 vs 20 driller battle, I lose 10 drillers so it is now, 0 vs 10. Do I revive 1 driller to damage the opponents remaining 10, leaving him at 19? Isn't that basically a twisted version of the king? Destroy 1 enemy driller for every 10 drillers lost in combat? Idk. Sounds like hard math. :P

    I think a better duality split for the foreman would be a kind of global production buff. Maybe all factories produce 2 more drillers a cycle, or all factories in sonar range produce 4 more. Of course that has an end result very similar to the tycoon. It just works in the opposite way.




    was thinking the loss troops head to nearest home outpost. i was just spit balling. was bored current game is coming to an end and nothing to do.
    bimmer28
     
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Thu Dec 10, 2015 8:47 pm

  • v3xt wrote:Oh I like the idea of duality. I'm not sure if it's practical to apply to the game, but it is a neat concept.

    bimmer28 wrote:Foreman promotes to Engineer that recovers 25% of losses in a win OR the alternate being resurrection of 10% of all losses(regardless if you won or lost).


    Regarding the latter part, how would that work? For instance, in a simple 10 vs 20 driller battle, I lose 10 drillers so it is now, 0 vs 10. Do I revive 1 driller to damage the opponents remaining 10, leaving him at 19? Isn't that basically a twisted version of the king? Destroy 1 enemy driller for every 10 drillers lost in combat? Idk. Sounds like hard math. :P

    I think a better duality split for the foreman would be a kind of global production buff. Maybe all factories produce 2 more drillers a cycle, or all factories in sonar range produce 4 more. Of course that has an end result very similar to the tycoon. It just works in the opposite way.

    Yes I've always thought the MoE could do with a specialist that counter's its effects
    Kings aren't OP

    "Imagination is more important than knowledge"
    ----Albert Einstein
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    tw2000
     
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Mon Dec 14, 2015 9:52 am

  • Tracker - Chariot Rider

    Reduces the radar range of all of your outposts by 25%. The trackers sub has a radar range equal to half of your outposts radar. All enemy subs within his radar range get a 50% reduction in speed and while an enemy sub is in the trackers radar his sub gets a 200% increase in speed. When engaging in sub to sub combat he destroys 5 drillers on the enemy sub.
    Icon: a radar screen
    Quote: A powerful target is weakened by its size

    Illusionist - Chariot Rider

    Promotes from hypnotist
    Local: After an opponents sub engages in combat at an outpost you may launch a sub showing the exact same contents of the sun that was just engaged in combat with the illusionist. This sub does not take part in combat and disappears after it reaches its target.
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