Blobby's Specialist Suggestions

Strategy, feedback, or anything SUBTERFUGE-related
Sat Dec 24, 2016 6:46 pm

  • Alright, so we all know that there are quite a few balance issues in the specs, so I worked out how to fix all of the many, many problems.

    Promotes Specialists are always controversial, so let's break them down:

    King: He’s too powerful, so now for every three driller you have, an extra driller is added to your opponent.

    Admiral: Waay too much of a speed boost. Every additional admiral makes your subs .01x faster.

    Tycoon: While this one is fairly balanced, I think I can still be improved. Every production cycle you generate an extra specialist as well.

    Minister of Energy: Just not good enough. Reduces your production by one, but boosts your cap by 10,000.

    General: Pretty well balanced here, except it should take out 11 drillers.

    War Hero: Completely taken out, now a sentry promotes to a martyr.

    Engineer: Same effects, but it also duplicates itself after every battle.

    Security Chief: Also allows you to send audio messages to other players around you. Cannot be muted.

    So far, so good. Now there are some problems with some of the other specs, so I’ll address those here as well.

    Thief: Like a real thief, he needs to provide an authentic sense of invasion. Now the thief also hacks into your social media profile and finds the most embarrassing post from when you were in middle school and posts it for everybody to see.

    Diplomat: Prevents any specialist from being captured. By anybody. Under any circumstance.

    Helmsman: Provided a 420x speed boost.

    Smuggler: Able to hire new ‘banned’ specialists, like a bonus queen or a quantum physicist. (We can work on these.)

    Saboteur: Functions like a martyr.

    DA: Functions like a martyr.

    Martyr: Functions like an explosive Smuggler.

    Assassin: Quadruple hire, but doesn't kill specialists, only kidnaps them.

    Hypnotist: Randomly convinces your specialists to behave like barnyard animals.

    Tinkerer: Can have standard boost, or maybe the exact opposite effect. 60-40 split on the odds.

    Lieutenant: Can occasionally quit the military and become a driller.

    Queen: Requires at least a 50 driller entourage wherever she goes.

    Foreman: Can turn any generator into a factory.

    Navigator: Can go to any point on the map, including areas between outposts.

    Pirate: Works, but eventually gets too drunk and gets lost.

    Infiltrator: Gains access to twitter accounts of players and tweets out horribly racist things.

    Inspector: Charges shields, but also reduced morale of drillers at outpost.

    Revered Elder: Prevents enemies from from hiring specs.

    Sentry: Fires martyrs at incoming subs.

    Intelligence Officer: Informs player of bank information of other players.

    So there we have it. Ron and Noel really dropped the ball on their specialists, so I think these changes will improve their game. Any thoughts?
    I'm highly suspicious of your motivations.

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    TallGoat11
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    blobbydude
     
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Sat Dec 24, 2016 8:09 pm

  • I appreciate the time you put into the all these perfect edits. I would love to play any game with these specialists. However, I believe that the king is still a bit too OP with this update.
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Sat Dec 24, 2016 8:31 pm

  • I like the martyr idea.
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Sun Dec 25, 2016 4:53 am

  • Bwhahahahaha. I had no idea you had such a good sense of humor. I read the king and got really confused but then kept reading and it just got better and better.
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    Not in device or creed;
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    And that He died for me.
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Sun Dec 25, 2016 5:09 am

  • I like the sentry
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Sun Dec 25, 2016 11:36 pm

  • Lol
    Baa.
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Tue Dec 27, 2016 3:51 am

  • no please this is sinister in most extravagant way.
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Tue Dec 27, 2016 3:58 am

  • fox-alpha-one wrote:no please this is sinister in most extravagant way.


    Fox, this is the best. I wonder how these suggestions would annoy your team of multiboxers.
    Baa.
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