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Specialist idea: Knight

PostPosted: Wed Nov 11, 2015 5:28 am
by chariot rider
I was thinking through and I was thinking that many specialists change some mechanic but I wanted to make one that used existing mechanics instead. I think what I came up with is solid and balanced.

Knight

When defending an outpost he destroyes X drillers were X is the maximum shield charge of your outpost minus the current shield charge.

Flavor text

None shall pass through these ramparts as long as I am alive with a will left to defend

Re: Specialist idea: Knight

PostPosted: Wed Nov 11, 2015 7:09 am
by roadkiehl
That's actually really interesting... I can see some crazy synergies. Imagine attacking with a queen/knight combo.

Re: Specialist idea: Knight

PostPosted: Wed Nov 11, 2015 7:35 am
by Bigredsk10
I like the concept alot, but functionally wouldn't it be the same as the inspector?

If I have 80 shields and I get attacked at an outpost... I could either leave my shields up and they do 80 damage, or drop my shields and the knight does 80 damage.

Re: Specialist idea: Knight

PostPosted: Wed Nov 11, 2015 7:54 am
by roadkiehl
Bigredsk10 wrote:I like the concept alot, but functionally wouldn't it be the same as the inspector?

If I have 80 shields and I get attacked at an outpost... I could either leave my shields up and they do 80 damage, or drop my shields and the knight does 80 damage.


Then perhaps it does 1.5x(Max charge-current charge) damage?

Re: Specialist idea: Knight

PostPosted: Wed Nov 11, 2015 8:03 am
by nneil
Bigredsk10 wrote:I like the concept alot, but functionally wouldn't it be the same as the inspector?

If I have 80 shields and I get attacked at an outpost... I could either leave my shields up and they do 80 damage, or drop my shields and the knight does 80 damage.


That's different, because it would help a lot to keep an outpost you just captured. It would give an incredible def boost, which will decrease by the time.
I really love the idea, because as roadkiehl said :

roadkiehl wrote:That's actually really interesting... I can see some crazy synergies. Imagine attacking with a queen/knight combo.

People may attack with their queen, which bring strategies to trap her

Re: Specialist idea: Knight

PostPosted: Wed Nov 11, 2015 8:38 am
by kinc4id
nneil wrote:That's different, because it would help a lot to keep an outpost you just captured. It would give an incredible def boost, which will decrease by the time.


How is this different? The inspector is also recharging the shield right after you captured the outpost. I think the inspector is even better because he recharges the shield instantly and you can send him to the next outpost and still have the shield up. If you send the knight to the next outpost you lose your bonus on the outpost you just captured.

roadkiehl wrote:That's actually really interesting... I can see some crazy synergies. Imagine attacking with a queen/knight combo.

People may attack with their queen, which bring strategies to trap her
[/quote]

How is attacking with Knight/Queen helping in an attack? The Knight has only an effect when he is defending. He can help to keep a newly captured outpost, but again, the Inspector would do better because you still keep the fully loaded shield when he leaves the outpost.

Re: Specialist idea: Knight

PostPosted: Wed Nov 11, 2015 9:09 am
by chariot rider
I do see your point but I think this has a few advantages over investigation officer. His effect is constant. If your opponent had 2 subs with 30 each on thier way and you had a investigation officer it would fail. He could stop the first sub but the second sub would move in and win. If you had a knight he would destroy both. Also his effect is immune to infiltrators so keep that in mind as well. Also the inspector should be moving around. You have lots of outposts that can defended and you need to rush him around. I could make it to were the knight gets a bit of a bonus but I feel he is already good enough.

Re: Specialist idea: Knight

PostPosted: Wed Nov 11, 2015 10:53 am
by roadkiehl
chariot rider wrote:I do see your point but I think this has a few advantages over investigation officer. His effect is constant. If your opponent had 2 subs with 30 each on thier way and you had a investigation officer it would fail. He could stop the first sub but the second sub would move in and win. If you had a knight he would destroy both. Also his effect is immune to infiltrators so keep that in mind as well. Also the inspector should be moving around. You have lots of outposts that can defended and you need to rush him around. I could make it to were the knight gets a bit of a bonus but I feel he is already good enough.


Actually, the inspector recharges shields after each combat as well as upon arrival. So, yeah, in essence the knight is the same as the inspector...

Re: Specialist idea: Knight

PostPosted: Wed Nov 11, 2015 11:22 am
by kinc4id
chariot rider wrote:I do see your point but I think this has a few advantages over investigation officer. His effect is constant. If your opponent had 2 subs with 30 each on thier way and you had a investigation officer it would fail. He could stop the first sub but the second sub would move in and win. If you had a knight he would destroy both. Also his effect is immune to infiltrators so keep that in mind as well. Also the inspector should be moving around. You have lots of outposts that can defended and you need to rush him around. I could make it to were the knight gets a bit of a bonus but I feel he is already good enough.


Like roadkiehl said, the inspector is charging the shield after every combat. If you had an outpost with 20 shield and a queen in your scenario you would kill both subs with no loss of drillers. You would have to move the knight as well or he is just defending one outpost, same as the inspector, so there is no advantage on either side. You have a point with the infiltrator though, this would be an advantage over the inspector.

Re: Specialist idea: Knight

PostPosted: Wed Nov 11, 2015 12:24 pm
by tw2000
I think what would be interesting is if X was double the max shield charge minus the current shield charge. That would mean disabling your shields would actually do more damage than not disabling them, but then if your knight leaves the outpost the shields have to recharge again.