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Specialist idea: Scientist

Posted:
Tue Jan 19, 2016 9:39 am
by chariot rider
So I wanted to come up with a new specialist because it keeps my game dev muscle well worked so here is a new specialist I thought of.
Scientist
Global: Reactors produce an additional 10 energy. When counting outposts for your mines reactors count as 2. Local: if at a reactor all subs launched from that reactor travel at double the speed of a normal sub.
He has a few uses. All of your reactors are more effective in terms of both energy and NP. His local effect is also useful but only at a reactor. What are your thoughts?
Re: Specialist idea: Scientist

Posted:
Tue Jan 19, 2016 10:14 am
by bangerz
interesting. seems really op.
Re: Specialist idea: Scientist

Posted:
Tue Jan 19, 2016 11:28 am
by v3xt
The part about counting reactors as 2 when in regards to your mines is odd. It doesn't really fit with the theme and seems rather overpowered. His local is also weird and doesn't seem related to his other ability.
Re: Specialist idea: Scientist

Posted:
Sun Feb 07, 2016 12:58 pm
by supremepineapple
I like the idea and the local is easy to explain, if a scientist in real life is good, then of course they can increase the effectiveness of certain things like ship speed or reactor count. that said, his global does seem pretty op
Re: Specialist idea: Scientist

Posted:
Sun Feb 07, 2016 6:05 pm
by carter j burke
When I hear "scientist" I think a specialist that reduces times between hires slightly.
Re: Specialist idea: Scientist

Posted:
Sun Feb 07, 2016 8:16 pm
by mathwhiz9
carter j burke wrote:When I hear "scientist" I think a specialist that reduces times between hires slightly.
That would completely skew everything. I don't think it would work
Re: Specialist idea: Scientist

Posted:
Mon Feb 08, 2016 12:01 am
by tw2000
Wait, since when did generators become 'reactors'? And I think its 'electricity', and not 'energy' as well (although that difference isn't too much)
Anyway, when I think about a scientist I think of specialist cross-breeds, which are far too complicated to implement.
I think a better implementation might be, 'gives you the effects of funding for free'. It would preferably cost 2 hires, and would promote from another specialist which has the following property:
Lets you fund any an additional 2 people whom you would normally not be able to fund.
I would call that specialist the 'researcher'
Re: Specialist idea: Scientist

Posted:
Mon Feb 08, 2016 12:38 pm
by square
Not the same theme, but called scientist:
Local: Decreases mining time (per kg Neptunium)by 33%,
Negative: Decreases 6 drillers every 8 hours, basically anti-factory. If there are less than 6 drillers left, the scientist cannot work
Basically increases neptunium, good mid-late game
Re: Specialist idea: Scientist

Posted:
Mon Feb 08, 2016 3:43 pm
by nojo34
square wrote:Not the same theme, but called scientist:
Local: Decreases mining time (per kg Neptunium)by 33%,
Negative: Decreases 6 drillers every 8 hours, basically anti-factory. If there are less than 6 drillers left, the scientist cannot work
Basically increases neptunium, good mid-late game
In other words, a tinkerer for neptunium that drains drillers.
Re: Specialist idea: Scientist

Posted:
Mon Feb 08, 2016 3:46 pm
by bangerz
nojo34 wrote:square wrote:Not the same theme, but called scientist:
Local: Decreases mining time (per kg Neptunium)by 33%,
Negative: Decreases 6 drillers every 8 hours, basically anti-factory. If there are less than 6 drillers left, the scientist cannot work
Basically increases neptunium, good mid-late game
In other words, a tinkerer for neptunium that drains drillers.
I don't like this because it's too specific for a time frame. There really shouldn't be specs that are pointless beginning game and overpowered end game. or vise Versa. Specs are random so ideally they should all be equal value thought out the game - or as equal as they can be.