pandasecret wrote:Description: Decreases shield charge length of all outposts by 20% (rounded to nearest whole number). Decreases energy output from each generator by 5.
What this means: Normally, a shield takes 48 hours to fully charge. With a Mechanic, a shield takes 38 hours to fully charge. With 2 Mechanics, a shield takes 30 hours to fully charge, etc.
What do you guys think? Will this lessen the effects of inspector or security chief?

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I do like specialists ideas that deal with shields! There are plenty of specialists that deal with Drillers but only a few that really interact with shields- Infiltrators, Inspectors, Security Chiefs, Queens, and Kings(kinda).
I like that you added a debuff- limits their drillers maximum forcing them to rely on looking big with huge shields or with defensive specialists rather than on a huge army.
I believe this specialist would do a few things-
1. Encourage a more defensive play style- Security Chiefs especially- and cause many people to turtle a bit.
2. This in turn would make the infiltrator a better specialist- Any new specialist that buffs shield also makes the infiltrator more useful- poor guys doesn't see much play.
3. Slow the effects of the tinkerer while the tinkerer would counter act the effects of the the Mechanics Debuff.
Becuase it is a percentage based it will scale very well with the security chief-(20% or 30shield will obviously be more than 20% of 20Shield)