Balance Update Ideas. Ron and Noel want your opinion.

Strategy, feedback, or anything SUBTERFUGE-related

  • Critical Changes:

    • Engineer
      Global: Repairs 25% of the drillers you lose in combat (rounded up) after each combat you win. Local: 25% are repaired after combat taking place where Engineer is present (rounded up).

      Recommend change:
      -Remove the ability of the Engineer to repair more drillers than were lost.

    • Tycoon
      Global: Speeds up your driller production rate by 50%. Local: Produces 3 additional drillers with each production cycle while at a factory.

      Recommend change:
      -Tycoon's also decrease energy supply.
      And/Or
      -Tycoons production rate is decreased.
      And/Or
      -Tycoon's make factories produce # less drillers per cycle.

    • Admiral
      Global: Increases speed of all your subs that aren't carrying specialists by 50%. Local: Admiral travels 2x faster than ordinary subs.

      Recommend change:
      -Remove the ability for Admiral's speed to stack
      Or
      -Decrease the speed boost from 50% to 25%

    • King
      Global: Destroys 1 enemy driller for every 3 of your drillers that remain after specialist phase in every combat you are involved. Reduces max shield charge of all your outposts by 20, except at King's outpost, where it is increased by 20.

      Recommend change:
      -King's also decrease electrical supply by 50.


    Changes would be Ideal:

    • Revered Elder
      No other specialists participate in combat, unless both sides have a Revered Elder.
      Combat priority: 2

      Recommend change:
      - Remove Global Effects
      - Possibly allow the owner of the Elders specialists to participate in combat.

    • Pirate
      Sub carrying Pirate can target another sub. When targeting a sub, the Pirate's sub travels 2x faster than ordinary subs, then travels at 4x normal speed to nearest friendly outpost.

      Recommend change:
      -Pirate travels at 2x, then 4x the speed of your standard subs. (Speed slightly increases with use of an Admiral)
      -Add a button that allows the Pirate to Disengage and return to it's nearest base.

    • Princess
      Increases her outpost's sonar range by 50%. If you lose control of your Queen, the closest Princess becomes the new Queen.

      Recommend change:
      -Remove the stacking ability of the vision increase

    • Infiltrator
      Drains 20 from the shield charge of any outpost it attacks.
      Combat priority: 4

      Recommend change:
      -Either a slight increase to the amount of shield charge drained when attacking
      Or
      -A rework to the specialist to make him like a General for shields.
      Or
      -A slight rework so each additional Infiltrator increases the amount of shields drained.

    • War Hero
      Destroys 20 enemy drillers when participating in combat.
      Combat priority: 7

      Recommend change:
      -Slight boost to drillers killed.
      or
      -Boost to Drillers killed based on time elapsed.

    • Intelligence Officer
      Adds 25% to all your outposts' sonar range. Shows you the type of all outposts that are outside your sonar range.

      Recommend change:
      -Remove vision increase on multiple Intel Officer stacking
      Or
      -Decrease the vision boost range.

    • Tinkerer
      Increases your electrical output by 3 times Tinkerer's outpost's maximum shield charge. Tinkerer's outpost's shield charge is drained at 3 units per hour.
      Promotes to: Minister of Energy

      Recommend change:
      -Decrease the electrical output multiplier.

    • Thief
      Converts 15% of enemy's drillers (rounded up) to your side when attacking an outpost, or in sub to sub combat.
      Combat priority: 4

      Recommend change:
      -Increase the % of enemy drills converted.

    No Change Needed:

    Diplomat
    Foreman
    Lieutenant
    General
    Sentry
    Tinkerer
    Minister of Energy
    Saboteur
    Assassin
    Inspector
    Security Chief
    Double Agent
    Queen
    Smuggler
    Navigator
    Martyr
    Helmsman
    Hypnotist
    Last edited by topkilla on Sun May 15, 2016 7:21 am, edited 1 time in total.
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  • I broke these possible balance changes up to "Critical", "Ideal", and "No change".

    Critical changes contain specialists that absolutely 100% need to be changed for the best possible balance for the game. The King, Admiral, and Tycoon. The engineer also got thrown in here, because, he shouldn't be able to repair drillers that were never there.

    Ideal changes contain specialists, and their recommended change, would likely bring their usability up so that all the specialists in the game are more in line with each other. Which, theoretically would increase the balance in the game. And more importantly, allow many more viable specialist choices than their currently is. Which, theoretically, returns diplomacy to be the major gameplay mechanic that determines the outcome, compared to who gets the best specialist draw. It also addresses Vision Specialists.

    -

    Also, I want to say again that it's really difficult to decide if Stacking should, or shouldn't be allowed... And with the current state of the game, it's even more confusing... (Speed doesn't stack, but the Admiral does.)

    My personal stance on the subject, is that stacking should be allowed for all specialist that are not crucial to core game play mechanics. Or, Speed+Vision Specialists. Unless, the % stack on those specialists are massively decreased.
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  • TINKERERS:

    ONLY ONE TINKERER CAN BE APPLIED PER OUTPOST
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    bangerz
     
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  • bangerz wrote:TINKERERS:

    ONLY ONE TINKERER CAN BE APPLIED PER OUTPOST

    Each tinkerer drains 3 shield per hour. Multiple tinkerers stack the shield drain. The only concern here should be gathering the inhuman amount of shields it would take to surpass one Tinkerer's drain.
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    silverberg
     
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  • ya but the drain shield tbh isn't that detrimental. the drain goes fast enough that by the time an enemy attacks, the shield is likely at 0 already. You shouldn't be able to utilize an outpost of 100 shield (perhaps 20 original + 2 kings your queen and a security chief) and have 3 tinkers there.
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  • Again, I don't believe we can remove the stacking from the intellegence officer- he would become a dead hire once the first one is hired.
    Maybe a reduction?
    I can't think of a logical buff to give him.
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  • location of enemy queens?
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    bangerz
     
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  • bangerz wrote:location of enemy queens?


    That would be an awesome buff, but I'm talking about a use for the intellegence officer if he can't stack. If he can't stack his vision- what does he have left?
    "Nobody exists on purpose. Nobody belongs anywhere. We're all going to die. Come watch TV."
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  • topkilla wrote:

    [*]Thief
    Converts 15% of enemy's drillers (rounded up) to your side when attacking an outpost, or in sub to sub combat.
    Combat priority: 4

    Recommend change:
    -Increase the % of enemy drills converted.[/list]


    If the % of drillers converted is increased by just 2%, with 3 thiefs on 1 sub the percentage converted will be 51 (3x17%), meaning no drillers are needed on this sub anymore and the sub will win any fight it gets in. I think that's a little OP, so I guess 15% is fine.
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  • topkilla wrote:No Change Needed:
    General

    Good luck everyone :D
    Kings aren't OP

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