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Specialist idea - Amnesiac

PostPosted: Mon Aug 01, 2016 5:38 pm
by nojo34
Amnesiac
____________


Abilities

o Global Effect: None

o Local Effect: When on a sub, in sub to sub combat or attacking an outpost, he copies to local effect of other specialist(s) in his sub, and uses it (Yes, he can have two specialists abilities at once)

o Combat Priority: Same as copied specialists

o Specialist pool: Other

Flavor Text
What am I? That's the question you should be asking.

Example: Red's sub with a Lt, War Hero, Amnesiac, and 20 drills crosses paths with Orange's sub with 65 drills. Combat takes place and.... 65 - 25 (War hero and lt) - 25 (The amnesiac's ability) = 15. 20>15 so red wins.

Yes i stole JD's format.

Re: Specialist idea - Amnesiac

PostPosted: Mon Aug 01, 2016 6:12 pm
by mathwhiz9
Would it copy those of your enemy too?

Re: Specialist idea - Amnesiac

PostPosted: Mon Aug 01, 2016 6:26 pm
by zyxe
Someones been playing too much town of Salem...

Am I correct to assume his ability is combat exclusive? He can't boost driller production with a foreman or increase energy with a tinkerer.

This is actually a rather interesting specialist. He would be a terrible beginning hire due to having no power on his own but become devastating later on when you have more specialist.

Most promoted specialist don't do anything in combat (The only ones I could think of is war hero and engineer, and I think the amnesiac can only copy the local effect of 25% from the engineer and does not copy the global 25%)

Since most of the specialist for combat are already a 1 hire it would seem at first that it would just be better to hire the 2nd version of the same specialist instead of the amnesiac, but because the amnesiac copies both abilities it becomes a very interesting specialist in what it could do.

I do worry about what the numbers are on a sub with 2 thieves and a amnesiac practically creating a sub with 4 thieves. But considering the other crazy stuff specialist allow I think that would be the least of our problems.

Re: Specialist idea - Amnesiac

PostPosted: Mon Aug 01, 2016 6:37 pm
by nojo34
zyxe wrote:Someones been playing too much town of Salem...

yes....
zyxe wrote:Am I correct to assume his ability is combat exclusive? He can't boost driller production with a foreman or increase energy with a tinkerer.[/qoute]
Exactly. I didnt want this to pair with a king....

zyxe wrote:I do worry about what the numbers are on a sub with 2 thieves and a amnesiac practically creating a sub with 4 thieves. But considering the other crazy stuff specialist allow I think that would be the least of our problems.

Yes that isnt the worst thing....
Double war hero could be funny. 80 drills down the drain.

Re: Specialist idea - Amnesiac

PostPosted: Mon Aug 01, 2016 6:43 pm
by nojo34
mathwhiz9 wrote:Would it copy those of your enemy too?

No, not my intention. Just the two other specs on the sub with it.

Re: Specialist idea - Amnesiac

PostPosted: Mon Aug 01, 2016 7:25 pm
by mathwhiz9
nojo34 wrote:
mathwhiz9 wrote:Would it copy those of your enemy too?

No, not my intention. Just the two other specs on the sub with it.

Or, if done right, the 10 at the outpost with it.

Ok, wait a second here. So, the Kings thing is destroying drillers. If the amnesiac is with a king, would it double that kings potency? Or would it only give an extra 20 shield, plus that of the king and whatever else is there?

Re: Specialist idea - Amnesiac

PostPosted: Mon Aug 01, 2016 7:30 pm
by nojo34
mathwhiz9 wrote:
nojo34 wrote:
mathwhiz9 wrote:Would it copy those of your enemy too?

No, not my intention. Just the two other specs on the sub with it.

Or, if done right, the 10 at the outpost with it.

Ok, wait a second here. So, the Kings thing is destroying drillers. If the amnesiac is with a king, would it double that kings potency? Or would it only give an extra 20 shield, plus that of the king and whatever else is there?

No, only local effects. turning one king into 2, and two into four would be a little on the op side. Even though it's risky to bring them on a sub, when you have an almost guaranteed victory, not much is being risked.

Re: Specialist idea - Amnesiac

PostPosted: Mon Aug 01, 2016 7:40 pm
by mathwhiz9
Alright. So, IMO, his best use would be with a queen, King, and tinkerer. 50+40 shield, and then 270+270 driller cap, makes it pretty strong. Throw 1 princess 1 sentry (now 2 princess 2 sentry) and you're ruler of the seas. I'm really starting to like this guy :roll:

Re: Specialist idea - Amnesiac

PostPosted: Mon Aug 01, 2016 8:01 pm
by nojo34
mathwhiz9 wrote:Alright. So, IMO, his best use would be with a queen, King, and tinkerer. 50+40 shield, and then 270+270 driller cap, makes it pretty strong. Throw 1 princess 1 sentry (now 2 princess 2 sentry) and you're ruler of the seas. I'm really starting to like this guy :roll:

Nope only works on subs. No globals.

Re: Specialist idea - Amnesiac

PostPosted: Mon Aug 01, 2016 8:47 pm
by janitorialduties
Lemme help you out here Nojo.
In a sense he is similar in use to a Double Agent or a Sabotuer, and is essentially only useful in intercepting subs.
And since he only reacts to locally inclined specialists global effects have no effect on him.

So specialists that the Amnesiac interact with are:

Assassin's Shadow Strike
Lieutenant's 5 Point Star Punch
Thief's Swiper yas Swiping
Double Agent's EMP Mind Game Combo (No effect)
Martyr's Mega-Ton Meltdown (No Effect?)

Reverend Elder's Shudup Youngun
Saboteur's Maintenance Check (No effect)
Engineer's Local Another Man's Junk is Another Man's Driller
War Hero's Manly Man Glare of Unshakable Manliness

Personally I don't know how to think about this specialist. I think it would be super cool if he/she did those local on a higher combat priority. No specialist yet screws with this little gimmick in the game. Basically it would allow the Amnesiac to kill the assassin before the assassin could activate.

Also don't put a global effect down if there is no global effect-

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