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[Gameplay Idea] Abilities

PostPosted: Thu Nov 05, 2015 12:39 pm
by nneil
Hey everyone, i'm here to talk about an idea i had, which could impact, i think, in a good way subterfuge's gameplay

It consist in adding "abilities" which can be use only once in a game, and which could give an extra boost in some situations. These abilities could be use only when the targeted sub is launched, not during the travel (for an ability which affect a sub)

Some exemples :
- A speed boost for one sub
- A temporary boost for a factory, generator, shield ...
- Or even a temporary specialist ability

We could choose 2 or 3 abilities in a set of 10 (if you find other boost ideas) and add them to our "game deck" (which could be seen by other players) before starting a game

Tell me what you think of this :)

Re: [Gameplay Idea] Abilities

PostPosted: Thu Nov 05, 2015 1:56 pm
by roadkiehl
I feel like what you're requesting is already there, in the form of specialists. Specialist hires create individuality and bonuses.
I fail to see how abilities are different or better.

Re: [Gameplay Idea] Abilities

PostPosted: Thu Nov 05, 2015 2:01 pm
by nneil
The difference is that you can choose it before the game starts, and use it whenever you want. So players would have different "abilities" depending on their type of play

Re: [Gameplay Idea] Abilities

PostPosted: Thu Nov 05, 2015 10:26 pm
by tw2000
I've heard that previous you could buy specialist hires, but the Devs didn't like the way it was going. However I think abilities would be a very good way of implementing the idea of spending Np. e.g. There could be an ability to create an outpost. You could apply it to a sub and you'd get a generator or factory (maybe factories cost more than generators?) and you keep all your subs except 20, which go into the making of the outpost. And maybe all abilities could have different reload times, so this one could be 5 days for example. And about the spending Np thing, you could say that if you want to instantly reload your ability, you'd have to spend 40 Np plus an additional 20 (stacked) each time you use this 'quick' reload using Np.

Re: [Gameplay Idea] Abilities

PostPosted: Fri Nov 06, 2015 11:56 am
by nneil
tw2000 wrote:I've heard that previous you could buy specialist hires, but the Devs didn't like the way it was going. However I think abilities would be a very good way of implementing the idea of spending Np. e.g. There could be an ability to create an outpost. You could apply it to a sub and you'd get a generator or factory (maybe factories cost more than generators?) and you keep all your subs except 20, which go into the making of the outpost. And maybe all abilities could have different reload times, so this one could be 5 days for example. And about the spending Np thing, you could say that if you want to instantly reload your ability, you'd have to spend 40 Np plus an additional 20 (stacked) each time you use this 'quick' reload using Np.


So much ideas ! I love them, especially the "neptunium cost" one :D