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[Specialist Concepts] The Chancellor

PostPosted: Sun Jan 03, 2016 10:27 am
by janitorialduties
Image
The Chancellor- The Law Enforcer
Mid sized Field of Global Effect Negation
Ability
Ranged Effect: All Global effects within range are Negated
Range: 60% of an outposts base range- Approximately 15hrs. Chancellor Retains this Range while traveling

In Game Text:
Global effects within this Specialists range will be negated when applied to shields, sub speed and sub to sub combat.

Global Effects Negated:
Admiral
- Subs will lose .5 boost in speed while within range
Engineers
- Engineers will be unable to repair 25% drillers from afar, This does not stop their local effect
Kings
- King Global "1 driller taken for every 3 drillers will not occur"
- King Global "-20 Shield on owned outposts will not occur"
General
- Loss of "10 driller damage when specialists participate in combat"
Security Chief
- Loss of +10 to shield maximum- Local +10 to stationed outpost will not be affected

(fun fact- the war hero is the only promoted specialist without a global effect)


Ministry of Energy and Tycoon will not be affected by the Chancellors Ranged.

Flavor Text
Where there is no Accountability, no Rule or Law, there is abuse and corruption.

Type- Other
Or perhaps promote from Diplomat

Re: [Specialist Concepts] The Chancellor

PostPosted: Sun Jan 03, 2016 11:31 am
by r10t--
This is what the world needs. This specialist solves EVERY post on the 'general' page. +9999999!

Side note: is it just me or are all the top topics in the 'general' forum all people complaining about the game? It's kind of annoying, I think the devs have a great game going and don't need to fix anything.

Anyhow, Much easier to add this specialist than to try and rework every single global ability or prevent stacking. However. This + stack of princesses.... Eliminates every global ability. But I'd say if you're willing to hire a stack of princesses then all power to you! This specialist is great! I assume this specialist would cancel your own global ma as well, if so this is totally balanced.

Re: [Specialist Concepts] The Chancellor

PostPosted: Sun Jan 03, 2016 3:26 pm
by v3xt
Why not allow it to also cancel the tycoon's buff for factories that are in range?

Re: [Specialist Concepts] The Chancellor

PostPosted: Sun Jan 03, 2016 4:26 pm
by pandasecret
Perhaps this could be a promotion for the Revered Elder, as their effects are similar in concept but different in use?
Otherwise, I would like to see this specialist in game; it could also be used with an ally, chancelloring their king to get a shield boost elsewhere.

Re: [Specialist Concepts] The Chancellor

PostPosted: Mon Jan 04, 2016 6:43 am
by janitorialduties
r10t-- wrote:This is what the world needs. This specialist solves EVERY post on the 'general' page. +9999999!

Side note: is it just me or are all the top topics in the 'general' forum all people complaining about the game? It's kind of annoying, I think the devs have a great game going and don't need to fix anything.

Anyhow, Much easier to add this specialist than to try and rework every single global ability or prevent stacking. However. This + stack of princesses.... Eliminates every global ability. But I'd say if you're willing to hire a stack of princesses then all power to you! This specialist is great! I assume this specialist would cancel your own global ma as well, if so this is totally balanced.


Ah ha! See I had thought of that and the answer is in the writing. His Range is 60% of the Base range of an outpost-
I didn't want him to be able to cancel a ton of peoples double hires just by stacking a bunch of single hires and yup you got it- He does cancel your own.

Re: [Specialist Concepts] The Chancellor

PostPosted: Mon Jan 04, 2016 6:45 am
by janitorialduties
v3xt wrote:Why not allow it to also cancel the tycoon's buff for factories that are in range?


Just seemed like it would be crazy hard to impliment I guess.
I more or less designed him to counter the offensive capabilities of global specialists-
But perhaps your right?

Re: [Specialist Concepts] The Chancellor

PostPosted: Mon Jan 04, 2016 6:58 am
by janitorialduties
pandasecret wrote:Perhaps this could be a promotion for the Revered Elder, as their effects are similar in concept but different in use?
Otherwise, I would like to see this specialist in game; it could also be used with an ally, chancelloring their king to get a shield boost elsewhere.


I was thinking about that myself- promoting the reverend elder but I suppose I wanted it to make sense cannonicaly in the spirit of other subterfuge specialists.

Though it totally makes sense effect wise to make the Reverend Elder circa into a Chancellor, I consider the reverend elder to be the Yoda of specialists- So bad ass that other specialists just kinda sit around and twiddle there thumbs because she's staring them down.

So I went for Diplomat!

I too would like to see this guy in game. Could you imagine one on a navigator and pirate following a death sub around so it doesn't get a speed boost from an admiral?
Or timing it just so that a chancellor's range just barely grazes an outpost when a major battle is happening?

Re: [Specialist Concepts] The Chancellor

PostPosted: Mon Jan 04, 2016 9:34 pm
by r10t--
janitorialduties wrote:Could you imagine one on a navigator and pirate following a death sub around so it doesn't get a speed boost from an admiral?
Or timing it just so that a chancellor's range just barely grazes an outpost when a major battle is happening?


Holy crap. This sounds better and better. Use the navigator + chancellor to spot an outpost you are combatting and move in range when your enemy arrives and move out of range when your drillers arrive. That's some next level stuff. I really like this.

I too like this as a promotion of the revered elder, as I was wondering if this specialist would still prevent things like assassins, and saboteurs like the revered does. You didn't put it in the description but I feel it would be a nice promotion from the revered elder rather than diplomat.

Re: [Specialist Concepts] The Chancellor

PostPosted: Mon Jan 04, 2016 10:29 pm
by janitorialduties
r10t-- wrote:Holy crap. This sounds better and better. Use the navigator + chancellor to spot an outpost you are combatting and move in range when your enemy arrives and move out of range when your drillers arrive. That's some next level stuff. I really like this.

I too like this as a promotion of the revered elder, as I was wondering if this specialist would still prevent things like assassins, and saboteurs like the revered does. You didn't put it in the description but I feel it would be a nice promotion from the revered elder rather than diplomat.


Assassins and Saboteur effects work on a Local level(only during combat when said specialist is present), where as the Chancellor would only effects Global effects (specialists that need not be present for their effects to work as shown in the list I made)

I agree it makes sense to make the reverend elder upgrade into this. Maybe just caught up on the idea of an old woman turning into lawmaker which in most every culture are male?

I don't know. Surprise me on what you think the reverend elder would look like as a lawmaker or enforcer- She can look younger
(look at the Smuggles into Tycoon- clearly made a deal with the devil for youth and money in exchange to speed up the inevitable demise of the entire planet by building the Apparatus)

Re: [Specialist Concepts] The Chancellor

PostPosted: Tue Jan 05, 2016 2:01 am
by tw2000
janitorialduties wrote:
r10t-- wrote:This is what the world needs. This specialist solves EVERY post on the 'general' page. +9999999!

Side note: is it just me or are all the top topics in the 'general' forum all people complaining about the game? It's kind of annoying, I think the devs have a great game going and don't need to fix anything.

Anyhow, Much easier to add this specialist than to try and rework every single global ability or prevent stacking. However. This + stack of princesses.... Eliminates every global ability. But I'd say if you're willing to hire a stack of princesses then all power to you! This specialist is great! I assume this specialist would cancel your own global ma as well, if so this is totally balanced.


Ah ha! See I had thought of that and the answer is in the writing. His Range is 60% of the Base range of an outpost-
I didn't want him to be able to cancel a ton of peoples double hires just by stacking a bunch of single hires and yup you got it- He does cancel your own.

From what I have read, you seem to imply that this specialist would cost you 2 hires. In that case I think 60% of base range is not enough (especially because it is 'base'). I would suggest the range to be exactly the sonar range and non-changeable. The reasoning behind this is that, I mean, count how many outposts are in he range of a single outpost usually. Maybe about 6-8. So 2 hires would cancel global effects in that 6-8 outpost range. If it was 60% of range you're decreasing the area by about 64% (0.6*0.6=0.36) which would mean that the range would only include about 2-3 outposts.

Otherwise I like this idea, though I would like to add that I think if a revered elder is present then it should cancel the Chancellor's debuff for the side with the revered elder. Otherwise there would be no way to counter the Chancellor. (If you have assassins they can just move their chancellor since it works over a space) So the cancellation string would be: [Global Effect] < Chancellor < Revered Elder < Revered Elder ( < Martyr ) OR martyr. Since martyr is combat priority 1 and also destroys both sides then that is a fair specialist to end the chain with.