[Game Balance] Stacking Global effects is it a problem?

Strategy, feedback, or anything SUBTERFUGE-related

  • I was recently in a game where I had a pair of Generals and another player managed to get a hold of 3 (THREE) admirals.

    In short his driller only subs were traveling at 2.5 speed and my princess, and all other specialists, were destroying 20 drillers each combat.

    It felt wrong and imbalanced that a specialist-free sub would travel faster than one with a helmsman or the admiral partly responsible for its boosted speed.

    Taking the smuggler aside, I want to answer these questions:

    1. Should a sub ordered by three admirals really travel faster than a sub ordered by one?

    2. Should a specialist commanded by two generals be any more effective than the specialist commanded by one?

    Realistically I would argue that the answer should be able 'no' to both.

    A follow up for those on the fence of this discussion:

    Should a driller force repaired by 8 engineers increase by the number of destroyed drillers after each victory?

    e.g. I had 15 drillers destroyed, I won, my 8 non-present engineers repair 30.
    samborin
     
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  • Only thing that doesn't make sense to me is why subs with a specialist actually travel slower than those with none. If you use that many hires to get admirals then you deserve the boost.
    connor3491
     
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  • +1 they make global abilities two hires for a reason. They also made only 3 in a deck (so you're theory of 8 engineers is impossible unless you hypnotize a ton of other engineers but even that is highly unlikely.) So no, global abilities are not OP and I like them how they are
    R10t--
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  • Well I had a hypnotist once and I ended up with 5 generals (and a king actually (and 2 security chiefs too!)). Basically I only had to care about the shields of an outpost before taking it, and my enemy couldn't really take it back. But I guess 5 generals could just as easily be countered by something like 5 security chiefs or 5 kings.... Every OP combination has its just as OP counter, even if its just the exact same thing...maybe you just weren't lucky enough to get it...
    Kings aren't OP

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    tw2000
     
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  • connor3491 wrote:Only thing that doesn't make sense to me is why subs with a specialist actually travel slower than those with none. If you use that many hires to get admirals then you deserve the boost.

    Game balance > Theme.
    Champinoman
     
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  • r10t-- wrote:+1 they make global abilities two hires for a reason. They also made only 3 in a deck (so you're theory of 8 engineers is impossible unless you hypnotize a ton of other engineers but even that is highly unlikely.) So no, global abilities are not OP and I like them how they are


    I think it's a matter of opinion. With unmanned subs traveling at 2.5 the number of generators a player controls suddenly becomes very unimportant. His production is on the front lines in 6 hours, just in time for the next cycle. That's a balance issue in my view. It makes the Tinker and Energy-Miester completely counterproductive.

    You are given a choice of promoting a second admiral, and are not forced to pick navigator in the first place (though I have no idea why you would not). So being aware of diminishing returns on second and third of a global effects would allow the player to make the decision to pass on a 2nd admiral and maybe getting another specialist.

    Gifts, Hypnotists, and Double Agents, can be used to get more than 3 of kind. It's entirely possible to stack global effects and in my view unbalances the game.

    I ended up winning this game, but I felt like it was just 2 players in it at the end. The one with 2 general, and the one with 3 Admirals. The other players could only impact the game by donating to either of the top two.
    samborin
     
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  • I wouldn't say the balance is perfect, but for an asymmetric game, the wide variety of "this specialist/combo is OP" threads that there have been is an indicator to me that the balance is pretty good.
    Bigredsk10
     
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  • Best counter ive seen for these is navigator + Assassin/Martyr. Which is only 2 hires to counter something like a triple admiral which is 6 hires.
    And the people who decided to make these hires had to take risks choosing those instead of other, possibly more useful onces.
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    pandasecret
     
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  • I've also found my own opinion on what the best specialists are have fluctuated quite a bit since I joined the beta.
    Bigredsk10
     
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  • pandasecret wrote:Best counter ive seen for these is navigator + Assassin/Martyr. Which is only 2 hires to counter something like a triple admiral which is 6 hires.
    And the people who decided to make these hires had to take risks choosing those instead of other, possibly more useful onces.


    Not sure how a navigator moving at 1.5x manages to pin down a general who moves AR 2x. Is there a pirate involved too?

    I'm not looking for advice on how to beat them. I'm stating that 3 admirals are able to get your entire production cycle into combat nearly immediately and make it neigh-impossible to defend against non-specialist subs even when using helmsmen and smugglers. You get 6 hours of time but can't get over to the place where action is happening for 9 hours cause you were in position but only have a helmsman to get you there at 2x instead of 2.5x.

    The fact that the 3 admirals remove the need for energy management has not been answered, and their effectiveness is not localized like that of a assassin+navigator.

    I mentioned I had 2 Generals in the same game, it was a bit silly to reduce an incoming 100 to 60 by sending two specialist "greeters" 3 and 2 tics prior to combat. It turned all of my specialists into a war hero++. I didn't like the way it made me feel to use the combination. I'm of the firm belief that having 2 different global combat effects should always be better than stacks of the same one.

    I would argue that having diminishing returns for global effects is a good way to balance their stacking with themselves.

    My proposal would be to allow a maximum of 2x the effect achieved by collecting 3 of like specialists.

    Eg:
    1 admiral: 1.5x speed
    2 admirals: 1.8x speed
    3 admirals: 2.0x speed
    4+ admirals: 2.0x speed (and a warm and fuzzy feeling that if you lose one, your speed will not change)
    samborin
     
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