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Specialist ideas: temporary buffs from specialists

PostPosted: Wed Dec 02, 2015 1:25 pm
by chariot rider
So I have been thinking a bit about specialists again. So I was thinking about specialists that provide a big temporary boost and then after a period of time fall back onto a lesser ability. Here are a few I came up with.

Propagandist

After you hire the propogandist chose a factory in your radar range. That factory does not produce drillers for 3 production cycles. after 24 hours that factory gets -5 to its shields.

Prospector

Adds 20 to your neptunium when hired. When attacking a mine he destroys 5 drillers

Re: Specialist ideas: temporary buffs from specialists

PostPosted: Wed Dec 02, 2015 1:48 pm
by azrael_254
Prospector will never happen. Funding at hour 4 would be real problematic

Re: Specialist ideas: temporary buffs from specialists

PostPosted: Wed Dec 02, 2015 6:11 pm
by pandasecret
azrael_254 wrote:Prospector will never happen. Funding at hour 4 would be real problematic
I agree. By funding someone at the beginning you're giving them too much of a head start. Also that +5 bonus against mines is almost negligible because mid-game, most mines are readily defended and 5 may not make much of a difference.
Propogandist looks like it will be hard to implement. An entire UI will have to be added just for this specialist. Also, it's kinda vague: what happens to the Propogandist after he chooses a factory? After that factory has been affected? Is he a one use specialist? and if not, he will be OP, as if you also have princesses/intel officers you can basically shut down anyones factory.

Re: Specialist ideas: temporary buffs from specialists

PostPosted: Wed Dec 02, 2015 8:02 pm
by chariot rider
I can see your point about being able to fund in the first 4 hours. I completely forgot about finding. Here is a better version. Also about his +5 bonus being negligible I can provide a reason why. The point of the prospector is that he comes in and gives you a big boost but for the rest of the game he can be sort of lackluster. Imagine if when an assasin came into play he could immediately destroy all specialists at an outpost. That would be way overpowered. I had the same mind set here. I don't want his lasting effect to be bonkers because it was pretty powerful it would make him not as special. but this is my opinion and it could probably be changed.

Prospector

When hired he gives you +20 neptunium if your queen is at a mine. All mines you control get +5 neptunium every cycle.

Re: Specialist ideas: temporary buffs from specialists

PostPosted: Wed Dec 02, 2015 10:02 pm
by tw2000
chariot rider wrote:I can see your point about being able to fund in the first 4 hours. I completely forgot about finding. Here is a better version. Also about his +5 bonus being negligible I can provide a reason why. The point of the prospector is that he comes in and gives you a big boost but for the rest of the game he can be sort of lackluster. Imagine if when an assasin came into play he could immediately destroy all specialists at an outpost. That would be way overpowered. I had the same mind set here. I don't want his lasting effect to be bonkers because it was pretty powerful it would make him not as special. but this is my opinion and it could probably be changed.

Prospector

When hired he gives you +20 neptunium if your queen is at a mine. All mines you control get +5 neptunium every cycle.

what do you mean by cycle?
Also I have had my ideas about single-use specialists or timed specialists. I have posted my ideas here:
viewtopic.php?f=5&t=1272

Re: Specialist ideas: temporary buffs from specialists

PostPosted: Thu Dec 03, 2015 5:16 am
by pandasecret
chariot rider wrote:Prospector

When hired he gives you +20 neptunium if your queen is at a mine. All mines you control get +5 neptunium every cycle.

I like this one better, as it limits it to mid game.
Since there are no cycles for mining, I assume you could change it to: gains 5 Neptunium every 8 hours.