Hiring tree instead of random

Strategy, feedback, or anything SUBTERFUGE-related
Fri Aug 12, 2016 2:48 pm

  • I think the random availability of specialists detracts from the game. By inserting random elements(aside from initial starting location) it reduces the impact of strategy, Subterfuge, and diplomacy.

    Instead, I politely suggest a hiring tree. You spend hiring points to get what you want. Want to focus on combat? Invest in sentries and lieutenants. Next hiring, you might want to spend more to get generals and war heroes. Want down and dirty? Spies, pirates, & assassins. It would take some reworking, but I think it would balance the game more in the long run.

    How would it help balance? you can see what tree people use and what wins. Adjust accordingly.

    Just my two cents
    braaainz
     
    Posts: 17
    Joined: Sun Aug 07, 2016 7:46 pm

Fri Aug 12, 2016 2:59 pm

  • It would make the game more "balanced" but in my opinion less fun. There is just enough randomness in this game to keep it fresh every game. If the hires where fixed, as you propose, then everybody would pick the same specialists and the game would get stale, fast.

    Side note, when k glanced at who posted this. I see a B at the beginning and Z at the end. For a second I thought it was bangerz...
    Simply put, my job here is to keep the forums afloat through any means necessary
    User avatar
    nojo34
     
    Posts: 3091
    Joined: Sun Jan 03, 2016 2:22 pm
    Location: Under da sea

Fri Aug 12, 2016 6:53 pm

  • And it would take away from the complaining. The only things we complain about in this game are terrible starting outposts and terrible hires. You can't take that away from us ;)
    Loki: I have an army!
    Tony Stark: We have a Discord.

    Earth's Mightiest Discord Server!

    A new challenger appears! Come join the revolution!

    P.S. Those are actually 3 different links!
    User avatar
    mathwhiz9
     
    Posts: 3340
    Joined: Sun Nov 08, 2015 7:22 pm
    Location: The Great White North

Fri Aug 12, 2016 7:34 pm

  • mathwhiz9 wrote:And it would take away from the complaining. The only things we complain about in this game are terrible starting outposts and terrible hires. You can't take that away from us ;)

    Next thing he will be asking for generic, non randomized maps. *Shudders* The horrors of a balanced game.
    Simply put, my job here is to keep the forums afloat through any means necessary
    User avatar
    nojo34
     
    Posts: 3091
    Joined: Sun Jan 03, 2016 2:22 pm
    Location: Under da sea

Fri Aug 12, 2016 7:38 pm

  • I remember this topic coming up a while back. Honestly, I think the idea of a hiring tree is great. It could really help balancing. Most promoted specialist would be at the end of the tree so you would have to hire your way up to them. Additionally, you could make specialist like the king more expensive by having to spend more hours to get him.

    Personally, all the ideas that come with a hiring tree sound wonderful, but it doesn't quite sound like Subterfuge.

    Subterfuge has always been about diplomacy, accessing what cards you have and what cards your opponent has, and somehow find a way to achieve victory. A more balanced system would take it farther away from diplomacy and the so famous backstabs into a more of a pure strategy.

    If they make a Subterfuge 2 some day (which is very unlikely) I would be all for this idea. But I would hate to see it implemented in this Subterfuge and ruin some of the more interesting elements of the game.
    Zyxe? Now that is a name I haven't heard in a long time.
    User avatar
    zyxe
     
    Posts: 833
    Joined: Wed Nov 18, 2015 10:12 am

Fri Aug 12, 2016 7:50 pm

  • @Z, I agree with everything you said.

    Just an idea for the hiring tree. Make it so each "First tier" (Hypno, nav, smuggler) can promote into 2 different specialists. and those "Second tier" (King, Admiral, Tycoon) can be promoted a third time.

    Example picture.
    hire tree.png
    hire tree.png (6.4 KiB) Viewed 3874 times

    Blue is the navigator. T

    Red and Green are the "Second tier" Navigator promotions. Red is the Admiral, and Green is another promoted version of the nav (I will write about it later)

    From red, you get orange. Promoted from the admiral, and will have something to do with sub movement. Following the the footsteps of the Admiral

    Promote Green, and you get puke green. Relates to green, but is better.
    Kinda like a RPG where you pick your abilities.

    Feel from to come up with Green, (Global sub reroute?) Orange, and Puke Green specialists.
    Simply put, my job here is to keep the forums afloat through any means necessary
    User avatar
    nojo34
     
    Posts: 3091
    Joined: Sun Jan 03, 2016 2:22 pm
    Location: Under da sea

Fri Aug 12, 2016 7:55 pm

  • Wait, are we still doing promotions? My head picture was that promotions would be removed entirely. Instead opting for like a shop were you can buy whatever you want. So if you needed just admirals you could buy and admiral, and then another admiral without having to first buy a navigator.

    Best way I can think of describing it is the shop. You start out with the branches of attack, defense, and other. And as you buy one specialist, the two different specialist above it become available to buy.
    (If only I had a fun drawing to help explain my idea :( )
    Last edited by zyxe on Fri Aug 12, 2016 7:57 pm, edited 1 time in total.
    Zyxe? Now that is a name I haven't heard in a long time.
    User avatar
    zyxe
     
    Posts: 833
    Joined: Wed Nov 18, 2015 10:12 am

Fri Aug 12, 2016 7:56 pm

  • Your idea isn't necessarily bad. Reminds me of Fire Emblem (and I love fire emblem).

    I just wanted to clear up that these seem to be two different ideas.
    Zyxe? Now that is a name I haven't heard in a long time.
    User avatar
    zyxe
     
    Posts: 833
    Joined: Wed Nov 18, 2015 10:12 am

Fri Aug 12, 2016 8:14 pm

  • Do you want me to make a drawing? I know what you are trying to explain, i think.
    Simply put, my job here is to keep the forums afloat through any means necessary
    User avatar
    nojo34
     
    Posts: 3091
    Joined: Sun Jan 03, 2016 2:22 pm
    Location: Under da sea

Sat Aug 13, 2016 2:24 am

  • zyxe wrote:I remember this topic coming up a while back. Honestly, I think the idea of a hiring tree is great.

    Personally, all the ideas that come with a hiring tree sound wonderful, but it doesn't quite sound like Subterfuge.

    If they make a Subterfuge 2 some day (which is very unlikely) I would be all for this idea.


    Haha, it's funny you would call it subterfuge 2 - because that's exactly what I said about this when we were having balance talks months ago. Here's one of my posts from that thread:
    http://forums.subterfuge-game.com/viewtopic.php?f=5&t=2037&hilit=hire
    mm1menace wrote:Everyone would start with the same 3 hires. The next round, you would get 3 different ones, again the same as every other player.

    Then for every hire after that, you could choose any of those initial 6, or you could promote something you already have. The initial hires offer small benefits, though they get considerably stronger as you move up the tree. Plus, every time you promote, you would have a choice of paths; each path would give you different abilities.

    For example, say you break it down in to five separate categories: combat, movement, vision, defense, and utility.
    (I am currently using Army = Combat, Navy = Movement, Royalty = Vision, and Criminal = Utility. The names are mostly irrelevant, though, so bear with me.)

    So, let's say you start with a combat hire - the Private (kills 5 drillers when involved in combat - the Lieutenant now, without the speed buff).
    When you go to promote the Private, you could choose from two (or possibly more) paths.
    On one side, you could improve your specialist by promoting to Sergeant (kills 5% of drillers when involved in combat, minimum 5).
    Or you could improve your drillers by promoting instead to Lieutenant (when Lt. is in combat, drillers aboard your sub kill 1.1 drillers - this is often referred to as a "leadership" ability).
    Then your tree could look something like this:
    Private --> Sergeant (above) --> War Hero (kills 25% or 30 drillers, whichever is greater)
    or
    Private --> Lieutenant (above) --> Major (1.3 drillers/driller) --> Colonel (1.5 drillers/driller) --> General (2 drillers/driller)

    Something like that.
    If you compare this to the current game, the War Hero (20 drillers/combat) is rarely used because it is relatively weak in comparison to the King (close to 1.3 drillers/driller). (I know, the sentry also is generally better than the situational hypnotist, as well.)
    In this case, though, the War Hero is drastically buffed so that there are definitely situations where it would be stronger than the Major. Though the General here is considerably stronger, it would also take two additional hires to get to that strength.

    A similar thing could be done with the movement tree.
    Sailor: grants 1.5x movement to a sub they are on.
    Ensign: grants 2x movement to a sub they are on.
    Captain: grants 1.5x movement to subs within its sonar range.
    Admiral: grants 1.5x movement globally.
    Navigator: can change the course of its sub (like now).
    Commander: can change the course of any sub within its sonar range.

    And the trees:
    Sailor --> Ensign --> Captain --> Admiral
    Sailor --> Navigator --> Commander

    That is the gist of it. I have tons of ideas, and like you TW, I love thinking about both the theory AND the execution.

    I know that this is vastly different than the current game - it would be more like a Subterfuge 2. :lol:
    "No man chooses evil because it is evil; he only mistakes it for happiness, the good he seeks."

    -- Mary Wollstonecraft
    User avatar
    mm1menace
     
    Posts: 504
    Joined: Mon Feb 08, 2016 1:31 am

Next


Return to General




Information
  • Who is online
  • Users browsing this forum: No registered users and 17 guests