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Specialist Additions

PostPosted: Sun Dec 11, 2016 11:06 am
by blobbydont
This is a thread for discussing exactly what we want to try to fund for the update.

Another big item is new specialists. I know we've had a lot of good suggestions, so if you have one in mind, post it here and everybody can go through and work out the details.

Re: Specialist Additions

PostPosted: Sun Dec 11, 2016 11:34 am
by nojo34
Reserved. Will be full soon.

New Combat specs (Anything with a combat priority) would take too much time to implement with out budget. Adding to the combat priority system would break it, as everything is in its correct place now. However, the general and king take place, but after the spec phase. Something else like that would be acceptable in my mind.
This is what i want in terms of additions

On to the additions! *New specs*

Recruiter -Local production on subs. Base of 75% of normal factoty. Foreman and tycoon can increase.

Bouncer - Whenever a base is defending against a sub with a speed boost, the base's shields are multiplied by the opposing subs speed multiplier.

*New Promotions*

Diplomat promotes to Warden Allows captured specs within to be moved. More complex than that, read the thread

Elder promotes to Chancellor, a specialists that blocks global effects within a certain range.

Double agent promoted to Evader Ignores sub to sub combat, but travels slower. Local effect.

Re: Specialist Additions

PostPosted: Sun Dec 11, 2016 12:01 pm
by bleatingsheep39
Check this thread: viewtopic.php?f=5&t=2461

Re: Specialist Additions

PostPosted: Sun Dec 11, 2016 12:16 pm
by janitorialduties
by the sounds of how the Devs are responding, I'd take a guess that they have no intention of creating a new specialist, but rather tweak the games current specialists. Such as lowering the effectiveness of the King or Admiral or increasing the effectiveness of lower tier specialists like the War Hero or Infiltrator.

Re: Specialist Additions

PostPosted: Wed Dec 14, 2016 1:17 pm
by dane69
Love both the recruiter and the chancellor. But what a bitch to code...

Re: Specialist Additions

PostPosted: Mon Dec 19, 2016 11:50 pm
by bleatingsheep39
nojo34 wrote:Reserved. Will be full soon.

New Combat specs (Anything with a combat priority) would take too much time to implement with out budget. Adding to the combat priority system would break it, as everything is in its correct place now. However, the general and king take place, but after the spec phase. Something else like that would be acceptable in my mind.
This is what i want in terms of additions

On to the additions! *New specs*

Recruiter -Local production on subs. Base of 75% of normal factoty. Foreman and tycoon can increase.

Bouncer - Whenever a base is defending against a sub with a speed boost, the base's shields are multiplied by the opposing subs speed multiplier.

*New Promotions*

Diplomat promotes to Warden Allows captured specs within to be moved. More complex than that, read the thread

Elder promotes to Chancellor, a specialists that blocks global effects within a certain range.

Double agent promoted to Evader Ignores sub to sub combat, but travels slower. Local effect.


These are all good ideas.

The recruiter might not be the best name, but production in subs would be a game changer for those wandering around in a nav+queen sub with no outposts, and it is a great idea for gathering lots of drillers at one outpost for a death sub.

The bouncer is slightly weird, in my personal opinion, but there could be some explanation and it is a nice little penalty to make attackers think twice about using helmsmen.

The warden is definitely a way to move captive specialists from where they were captured and could be retrieved to the centre of your empire, meaning losing a spec can mean so much more.

The chancellor is a great concept I agree with. It's related to its root spec bearing in mind the Elder doesn't block global effects.

And the evader could be great with a martyr as somebody couldn't send a sub of one to make the martyr explode.