Early game Spec options are too powerful

Strategy, feedback, or anything SUBTERFUGE-related

  • There are clearly some specialist options early game that give players a clear edge. Smuggler in particular, helmsman, Intel officer. a tycoon early game can really put you leagues ahead of everyone.

    I think that for the first hire, you should have 6 options to choose from instead of 3. Or maybe 5 options.
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    bangerz
     
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  • Yeah, it's pretty depressing to have Saboteur, Assassin, Princess as first hires while the guy next to you has a Smuggler.
    bags
     
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  • Ah, but then you'd just pick smuggler every game.
    I think the simplest solution is to buff the "crappy" first hires (we're looking at you, infiltrator)
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    roadkiehl
     
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  • Play the long game

    Pick the specialist that you think will be useful later

    Use good diplomacy to overcome whatever weak start you may feel that you had

    Good diplomacy is worth more than a few extra outposts, a few extra drills, or even an early conquest
    6payh
     
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  • Yeah its a bit hard with the random hires. I think that maybe the 3 hires should at least have different categories, like offensive, defensive, utility and then you get one from each category for every hire turn. That way you wouldn't get an intelligence office, assassin, and princess. Getting those 3 choices is really depressing during the early stages of the game, especially if you are already edgy with the enemy, they may use those 18 hours to really hurt you or get ahead of you and you may not be able to catch up.

    I agree that you can use diplomacy, but the longer this game is out the more people learn what to do and that taking advantage of someone weaker early on is a better choice than being diplomatic.
    pookiebear
     
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  • pookiebear wrote:Yeah its a bit hard with the random hires. I think that maybe the 3 hires should at least have different categories, like offensive, defensive, utility and then you get one from each category for every hire turn.
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    In case it's serious, you just described the existing system.
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    "Can I make a suggestion that doesn't involve violence, or is this the wrong crowd for that?" -Hoban 'Wash' Washburn, Serenity
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    roadkiehl
     
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  • pookiebear wrote:Yeah its a bit hard with the random hires. I think that maybe the 3 hires should at least have different categories, like offensive, defensive, utility and then you get one from each category for every hire turn. That way you wouldn't get an intelligence office, assassin, and princess. Getting those 3 choices is really depressing during the early stages of the game, especially if you are already edgy with the enemy, they may use those 18 hours to really hurt you or get ahead of you and you may not be able to catch up.

    I agree that you can use diplomacy, but the longer this game is out the more people learn what to do and that taking advantage of someone weaker early on is a better choice than being diplomatic.

    That meme about you pookiebear, is to say, "that is exactly how it works." There are three specialist categories offense, defense and other. There is a list of what is what in the wiki. One specialist will be chosen from each category for each hire. So assassin, Intel officer, princess is impossible, but something like assassin, saboteur, princess, can happen and can be really frustrating.
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    aclonicy
     
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  • then i had no idea lol

    In that case they need to rework those categories lol
    pookiebear
     
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  • Perhaps I just have bad luck, but I constantly find my neighbors getting speed specs early and I get middling meh-specs.
    Also, I find it infuriating that the Other category has more specs (and more promotes) than the other two. Making it more worth it to grab an other category.

    Maybe dev's could move some speed specs to offensive?
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