Balance Update Ideas. Ron and Noel want your opinion.

Strategy, feedback, or anything SUBTERFUGE-related

  • janitorialduties wrote:My post-
    or rather a slightly edited rendition of Topkilla's proposed changes.

    And the pirate change please! (ability to un-follow, or automatic disengagement when target no longer reachable in time)
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  • pandasecret wrote:
    janitorialduties wrote:My post-
    or rather a slightly edited rendition of Topkilla's proposed changes.

    And the pirate change please! (ability to un-follow, or automatic disengagement when target no longer reachable in time)


    http://forums.subterfuge-game.com/viewtopic.php?f=5&t=2037&start=40
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  • Sorry. Been insanely busy today. I have some more thoughts I'll share tomorrow.
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  • Awesome glad to hear it.
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  • I think your proposed changes make sense. I would be happy to see those changes.

    Though I do think the pirate should be a little faster - maybe 2.5x instead of 2.0x. I can appreciate a smuggler outrunning the pirate, but I think he should catch everyone else.
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  • At the moment, I think the pirate is an incredibly powerful and versatile specialist- you can rescue suicided specialists (now a common combo with the general and sabotuers), Target enemy subs offensively, queen seek, and snag gifts that aren't yours.

    Having 3 specialists that keep up with him and can more or less dodge him seems alright to me (helmsman, admiral, and smuggler). A fast pirate would be a ruthless queen seeker.
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  • I suppose I agree with that. I just am not sure that a non-specialist sub should ever outrun the pirate. You know?
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  • Here's my take on JD's balances:
    janitorialduties wrote:PART 1

    I've mulled it all over and here is my Rendition of Specialists Changes, and my argument for each one. I'm of course willing to defend my ideas. I agree with TopKilla Quite a bit- He's thought this idea out long and hard.

    I myself love the specialists- I've made a couple ones (including some answers to the King stack) and am currently working on making tutorials for new players (Currently on Hiatus due to this update)
    I'm not the best player, but I know a damn lot about specialists and their various interactions, So I feel like I have something to bring to the table.

    I think that we should keep in mind that we want to keep these simple for the Developers- No New Specialists, No New complex Actions or interactions. Simple Number Changes for the most part.
    I'd like to reach a general Verdict upon this subject matter so that the Devs don't have to. We opened this thread so we could come to a general agreement.

    Pirates- 01
    Local Effect- Can Target subs in addition to bases
    Local Effect- 2x Standard Subs Speed (Small change in wording allows the Pirate to catch up to Admiral's global Effect)
    Local Effect- 4X Speed upon Returning Home after a victorious combat.
    Bug Fix- For the love of all that is holy, can I please have my pirate back from you stringing it along with your Nav Combo?

    Princess- 02
    Local Effect- +50% of Standard Outpost Sonar Range. (Princess's no longer Stack)
    The 'of' actually makes the princess very balanced, imo. I've calculated this mathematically. From what I can remember, the two opposing ends are at most 90 something hours across. Making the stacking additive instead of multiplicative means that what would have taken 3 princesses to achieve covering the entire map save for 1 or 2 outposts now takes 5. (The calculations I did were 25 (standard sonar range I think) hours. and 25+5(25*50%) roughly= 25*(1.5^3)
    Global Effect- The closest Princess becomes a new Queen if you lose control of your current Queen.

    Infiltrator- 03- Optional
    Local Effect- -20 -all shield charge from defending outpost
    Global effect- Additional Infiltrator hires increase Infiltrators Shield Depletion by -10.
    This is sort of weird. No other non-promoted specialist has global effects. I would just make this specialist be able to drain the entire thing. For one thing, this could be used with devastating results against a turtle. Also this would lessen the effects of the security chief, which I find that, after about 3, shields just become excessive. (50-70 shields, like wow)

    Tycoon- 04 - Optional
    Global Effect- +50% Driller Production to all Factories
    Local Effect- Produces an additional 3 drillers at stationed factory
    Global Effect- Reduces the Energy Generators produce by 8
    One thing: either the king is not nerfed enough, or this is overnerfed. After 3 tycoons you've effectively halved your electricity cap. After three kings you've only decreased it by 150. And considering that the king was probably stronger (in mathematical power) than the tycoon, as it effectively increases your driller cap and driller production by a third.

    Admiral- 05
    Global Effect- +50% speed increase to subs not carrying Specialist. (I don't know how to write this exactly Stacking has diminishing effects- If only some New Zealand Math Wizard could help me out...)Well I did some experimenting here, and I came up with this: let n=number of admirals, define the sequence a_0, a_1, a_2,... ('_' means subscript) with a_0=1, and a_{i+1}=sqrt(a_i)/(2(i+1)). This gives the following: 1 admiral: 1.5, 2: 1.88, 3: 2.20, 4: 2.49, 5: 2.75, 6: 3.00, etc.
    Local effect- 200% Speed

    War Hero- 06
    Local Effect -25 Enemy Drillers in Combat
    I think the war hero either needs a global effect, or a good local effect. I was thinking more along the lines of it being immune to sentry firing, pirate targeting, and a bunch of other goodies which will make it more compelling, check my 'War Hero' post on page 3

    King- 07
    Global effect: For every 3 drillers owned after specialist phase, destroy 1 enemy driller in combat
    Global effect: -20 to max shield charge
    Local effect: +20 to max shield charge (-20 effect does not apply)
    Global Effect- -50 to energy output
    This is just too little for a spec which I think most people agree is too OP. In fact I would apply -15 from each generator here. Assuming you have 5 generators, you lose 75, but if you had 10, you'd lose 150. It's basically about 30% of your electricity. Keep in mind that if we just use -8, then two kings can easily be compensated for with a MoE or even just a tycoon. Still, even at -15 per generator, you can cover a king with a MoE if you have less than 20 generators.

    Reverend Elder- 08 - Optional-
    Local effect: Specialists do not participate in combat, unless subs on both sides carry a Revered Elder. Sentry cannot target a sub with a Reverend Elder. neither can pirates. I feel like this ability has to be somewhere, whether it's in the revered elder or the war hero (or both) doesn't really matter for me.

    End Of Changes.
    Kings aren't OP

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  • In Responce to TW


    02- Princess Changes
    The Change from Stacking -> Non-Stacking
    While it does take 3 princess's to give you near full map coverage- it only takes two to gives you sufficient vision to see relevant moves by your neighbors and then some extra.

    I agree with Topkilla in the way that the Fog of War ads to the game in a positive way- It makes you wary and you may have to rely on information from a shady ally- Makes the game less like chess and more like a war.
    Not stacking the Princess, on a side note I believe, encourages her strategic placement rather than keeping her protected and in the middle.
    The Same goes for the Princess Sentry Combo- Rather than protecting your entire base with a couple specialists nestled comfortably in the middle, you must be strategic on where you place your princess and sentry. A single princess sentry, covers about 6-7 outposts.
    While very satisfying I believe the Stacking Princess Sentry combo to lead to a more stagnant game play. More often than not, I've seen people stray away from any one with this combo around their base. Attacking them just isn't worth it- Capturing and supplying a base becomes a tedious and annoying task within their range.
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    03- Infiltrator.
    That was a miswording. I did not mean for the infiltrator to strip away all enemy shields as a global ability- rather that other infiltrators gain an extra +10 shield drain to infiltrators and infiltrators alone.
    2 infiltrators will pop 30 shield each
    3 in infiltrators will pop 40 each and so on.
    This allows him to scale a bit into the late game. This change is optional. I personally am ok with the infiltrator as is, but someone suggested this buff and it seemed worthwhile adding in.

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    04- Tycoon
    The Tycoon is a snowball of a Specialist that scales incredibly well as more and more factories are acquired. I gave him a 8(out of 50) per generator decrease in energy production to mirror the 16% production decrease the the Minister of Energy faces upon hire.
    I could argue that even with this nerf, the tycoon would still be a more worth while specialist to stack than his energy producing counterpart.
    I do think its interesting that you talk about how overpowered the Tycoon is and how he is better than the King, yet you don't seem to offer a nerf for him in your own update, maybe Specialist favoritism?
    I believe this nerf encourages a burn them as you earn them strategy, which other can take advantage of.
    I'll get to the King.
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    05- Admiral
    Thank you for the Math! I really like those Ratio's, though they might look a tad messy in the interface, but what can you do?
    I'm thinking of maybe a 2-3 stack limit with Admirals instead, if it accomplishes the same thing.

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    06- War Hero
    I agree- I would like to give him a buff as well. But the buffs your proposed where either too complicated or took away from the Elders anti specialists Ability, making her irrelevant.

    _______________________________________________________________________________________________
    07- The King
    As for the Flat Scalling reduction of the King rather than Percentile Scaling, I chose this for two reasons-
    1. The King- while powerful, already has a debuff on him- for the most part 0 shield. this leaves his unguarded outposts squishy even if he does start stacking- 2 seperate debuffs- with one of them hampering him if he expands? seems harsh. The King should be a gamble with nerfs to support this, but we should not make investing in Kings crippling.

    2. This Debuff is to discourage early Kings- Give other players time to set up thier own comboes ( such as the General) before getting mowed down. This reduction in drillers I believe would solve that.
    2.
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  • I think the specialists are perfectly balanced just the way they are. The stacking of certain specialists and the power of others is exactly what makes this game as great as it is, especially where rated games are involved. They generally last a great deal longer and make specialists extremely important, and and an extra level of strategy to the game. It forces you to chose very wisely the specialists you want for the rest of the game. Do you hire another Intelligence Officer to stack and see further into your enemy's territory? Or do you go for the second admiral to attack them faster? Or do you hire another king to make your attacks more effective? I feel like the stacking aspects of these specialists you want to nerf would severely damage parts of the game.
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