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)
janitorialduties wrote:My post-
or rather a slightly edited rendition of Topkilla's proposed changes.
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)
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.
In Responce to TW