Specialist idea: Jedi

Strategy, feedback, or anything SUBTERFUGE-related
Thu Dec 17, 2015 4:07 pm

  • With Star Wars coming out tonight I figured it was only right that I make a Jedi specialist. I doubt this would be implemented but it Star Wars. This doesn't happen every day.

    Jedi

    You can redirect an opponents sub to another target that is not controlled by the sender or receiver of the sub. You can only use this ability once every 20 hours. The sub can only be redirected once and does not change ownership having its course changed.
    Logo: 2 lightsabers
    Quote: There is so or do not. There is no try.

    Any thoughts?

    Edit: added a time restriction
    Last edited by chariot rider on Thu Dec 17, 2015 7:10 pm, edited 1 time in total.
    User avatar
    chariot rider
     
    Posts: 283
    Joined: Sun Oct 25, 2015 6:12 pm

Thu Dec 17, 2015 6:45 pm

  • Nah, so no one can attack you and you hijack their subs? Unlimited amounts of times?
    connor3491
     
    Posts: 116
    Joined: Sun Oct 18, 2015 6:10 am

Fri Dec 18, 2015 11:35 am

  • connor3491 wrote:Nah, so no one can attack you and you hijack their subs? Unlimited amounts of times?


    That's a good point, though I do like the idea of creating false flag attacks.
    zerashi
     
    Posts: 51
    Joined: Wed Oct 28, 2015 7:25 pm

Fri Dec 18, 2015 12:44 pm

  • I feel like false attacks would be pretty obvious though...

    I propose this:

    Jedi: Destroys 2 drillers per production cycle from all enemy factories within the sonar range of the Jedi's outpost.

    Promotes to Jedi Knight:
    GLOBAL: Destroys 2 drillers per production cycle at all factories on the map. The Jedi Knight uses the force to ressurect 5% of all drillers destroyed at the outpost he is stationed.

    (Some numbers:
    factory heavy map: approx 7 factories per 8 players
    56 factories so 112 drillers are destroyed each production, you gain 6 at the Jedi's outpost

    Generator heavy: approx 4-5 factories per 8 players
    32 factories, 64 drillers destroyed each production
    Gain 4 drillers at Jedi's outpost.

    This specialist definitely counters tycoons as tycoons give you more production cycles. Unfortunately all the production cycles do not happen at once so in order for this to work: Always destroy 2 drillers at any factory that produces and calculated the total number destroyed over a certain amount of time and gain your 5% after a time of say 8 hours.)

    Also note that having the Jedi knight GLOBAL will reduce your own factory production. Assuming you have the average amount of factories, yes, the Jedi knight does make you loose overall production but destroying 100+ drillers in total is something you need to consider when making the sacrifice of your own production.

    Tell me what you guys think I think this could be a totally viable specialist.
    R10t--
    Software Engineering student by day, avid gamer by night.
    r10t--
     
    Posts: 345
    Joined: Fri Oct 16, 2015 6:11 am

Fri Dec 18, 2015 1:48 pm

  • r10t-- wrote:I feel like false attacks would be pretty obvious though...

    I propose this:

    Jedi: Destroys 2 drillers per production cycle from all enemy factories within the sonar range of the Jedi's outpost.

    Promotes to Jedi Knight:
    GLOBAL: Destroys 2 drillers per production cycle at all factories on the map. The Jedi Knight uses the force to ressurect 5% of all drillers destroyed at the outpost he is stationed.

    (Some numbers:
    factory heavy map: approx 7 factories per 8 players
    56 factories so 112 drillers are destroyed each production, you gain 6 at the Jedi's outpost

    Generator heavy: approx 4-5 factories per 8 players
    32 factories, 64 drillers destroyed each production
    Gain 4 drillers at Jedi's outpost.

    This specialist definitely counters tycoons as tycoons give you more production cycles. Unfortunately all the production cycles do not happen at once so in order for this to work: Always destroy 2 drillers at any factory that produces and calculated the total number destroyed over a certain amount of time and gain your 5% after a time of say 8 hours.)

    Also note that having the Jedi knight GLOBAL will reduce your own factory production. Assuming you have the average amount of factories, yes, the Jedi knight does make you loose overall production but destroying 100+ drillers in total is something you need to consider when making the sacrifice of your own production.

    Tell me what you guys think I think this could be a totally viable specialist.

    Firstly, Jedi is OP. You have sonar ranges that can cover the entire map. 3 Jedi's and everyone is screwed. (or even 2 really). I say that they should only work on the 8 closest enemy factories, and only -1.

    Jedi knight is also OP. 3 of them and everyone is screwed as well, with or without sonar range. I think it would be better to say -1 to 10 closest enemy factories, +1 to the closest 6 of your factories
    Kings aren't OP

    "Imagination is more important than knowledge"
    ----Albert Einstein
    User avatar
    tw2000
     
    Posts: 1135
    Joined: Sat Oct 17, 2015 3:52 pm
    Location: New Zealand

Fri Dec 18, 2015 5:35 pm

  • I like some of the ideas being floated around. Perhaps the Jedi reduces the output of X surrounding outposts driller production by 1 or 2 (or a percent). Jedi knight reduces the number by 1 or 2 (or a percent) and increases the production at the jedis factory by 50% of the reduction. Notice that these are nearby factories NOT enemy factories. This would be an incredibly offensive specialist that would work best by aggressively positioning in attacks against enemies.
    connor3491
     
    Posts: 116
    Joined: Sun Oct 18, 2015 6:10 am



Return to General




Information
  • Who is online
  • Users browsing this forum: No registered users and 23 guests