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Specialist- Warden

PostPosted: Mon Aug 01, 2016 3:51 pm
by janitorialduties
Image
Warden
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Abilities

XEdited To RangedX Global Effect: Captured enemy specialists can be moved without release to friendly outposts.
o Ranged Effect: Captured Enemy Specialists within the range of the Warden may be moved to friendly outposts (even outposts out of the wardens range)

o Local Effect: Enemy specialists involved in combat are captured and are not considered if the resulting battle is a draw. If the resulting battle is a loss, captured specialists move to the nearest friendly outpost.

o Combat Priority: 6

o Defensive Specialist Pool

In Game Text
o Captured Enemy Specialists can now be moved. Specialists that combat the warden are captured and sent to the nearest outpost

Flavor Text
Terrorism has no nationality or religion

Re: Specialist- Warden

PostPosted: Mon Aug 01, 2016 4:00 pm
by nojo34
Feels OP. If you capture a spec from the enemy, you can just send it to the center of your empire. Bye Bye specs.

Re: Specialist- Warden

PostPosted: Mon Aug 01, 2016 4:42 pm
by janitorialduties
Pirates! Diplomats! Admiral subs that you can send after to recapture said specialist. These are the things wardens don't like.

Re: Specialist- Warden

PostPosted: Mon Aug 01, 2016 5:55 pm
by zyxe
This is a clever idea and a great usage of many smaller ideas discussed about moving captured specs.

If you are worried about OP-ness, you could make it so that you can only move captured specs by putting them on the same sub as a warden. This creates a more local effect and can be used more strategically as opposed to just having awesome power everywhere.

Of course, by putting them on a sub with a warden means you can have drillers and other specialist on that sub, therefore making the pirate counter less effective under certain circumstances.

Random note, in the current state wardens don't have any stacking power. Take it as you will, but there is absolutely no reason to hire a second warden (besides the local ability).

Re: Specialist- Warden

PostPosted: Mon Aug 01, 2016 6:39 pm
by nojo34
zyxe wrote:Random note, in the current state wardens don't have any stacking power. Take it as you will, but there is absolutely no reason to hire a second warden (besides the local ability).

This is true for a few specs, so i dont think it is a problem.

Re: Specialist- Warden

PostPosted: Mon Aug 01, 2016 8:13 pm
by janitorialduties
@Zyxe

Hmm I believe the game made it intended so that you cannot pair releases captures with subs to give pirates a chance, though you can glitch it...
I don't really care for it because it makes him too reliant on movement specialists to do his job effectively. And I like the idea of pirates being his counter...

But you bring up a very very important point. If his effect is global then all you have left is his "meh" local effect. And maybe global is too strong. So kill two birds with one stone and make it tied to the range of the outpost sonar- similar to a diplomat.

@Nojo
I think Zyxe has a point. As a general rule global effects can stack- Intelligence Officer, Engineers and the such. but the Wardens effect would be unstackable in nature very similar to a diplomat. You can hire two diplomats and have it make some sense if you need to cover two sides of a territory- Though unlikely it won't be totally useless.

Edits underway.

Re: Specialist- Warden

PostPosted: Mon Aug 29, 2016 7:09 am
by ndo360
This may be a bit harsh of a nerf but hear me out.

Ranged: Any sub performing an output prisoner transfer will have their overall speed reduced by 10% per captive (Helmsman on board would only increase by
1.8-1.9 for example).

Local: If warden is aboard with captives, then speed is reduced by 10% max if more than one captive is with him.

This would give chasers more of a chance to capture the inmates in transit, and would make transferring captives more strategic.

Feel free to agree or disagree.

Re: Specialist- Warden

PostPosted: Tue Aug 30, 2016 6:51 pm
by aofdeath
Sounds like a good way to combo hypnotist and him