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Specialist Ideas

PostPosted: Tue Jan 24, 2017 12:27 am
by bluepanda
Scientist
Global: When subs without specialists are launched from your outpost, they travel at 3 times speed for 2 hours, then continue to travel at normal speed.
"Movement takes energy, so do subs"
(VC:4)

Mafia: Promoted from thief
Converts 20% of enemy's drillers to your side then destroy 20% of the remaining drillers when attacking an outpost, or in a sub to sub combat.
"I came, I saw, it's mine now."

Voyager
When travelling for more than 24 hours to another outpost travel at 4 times the normal speed.
"The journey is more important than the destination."
(VC:7)

Leader
Subs traveling towards the leader travel at 2x faster than ordinary subs speed.
"Rally the troops, prepare to attack!(takes hours)"
Promotes to Commander
(VC:2)

Commander
Local: Travels at 2x speed when attacking and lose 50% less drillers to effects other than driller to driller combat.
"Checkmate. I win."

Architect
Local: Can change the type of outpost to factory and generator.
"Everything changes, for the better or for worse."
(VC:4)

Undercover Informant: promoted from intelligence officer
Cannot be captured. Take enemy's outpost's sonar for yourself. (Takes the vision of the outpost away.)
"Your secrets are safe, to anyone with enough money."

Dictator: promoted from Diplomat
Releases all captive specialists that are being held at an outpost within Diplomat's outpost's sonar range and take control of them. Queen is killed and princess does not promote. The dictator may periodically hire specialists.
"To survive, dealing with the devil is acceptable. For victory? It's even better."

Buccaneer: promoted from pirate
Travel at 2 times speed. Local: Your Subs can target enemy subs, and travel twice as fast as ordinary subs.
"Preying on one another is not cruelty, it is a sport."

Hacker: promoted from infiltrator
Drain all shields and halves the production of all enemy outpost within Hacker's outpost's sonar range.
"Technology is fragile to... manipulation."

Captain: promoted from helmsman
Travels 3x faster than ordinary subs, and the owner may change the course towards a friendly outpost.
"It's alright to make mistakes, if you can fix it."

What do you think?
(VC:#) is the lost vote counts from changing the poll.
Ghost, miner, and Oracle was removed
Unavailable is for future specialists as adding or removing options removes all votes...

Re: Specialist Ideas

PostPosted: Tue Jan 24, 2017 12:26 pm
by pandasecret
Hi bluepanda, welcome to the forums!

I'm not a big fan of these ideas (i'll tell why in a bit), but keep your creative juices flowing!
Don't like Ghost because Time Machine would spaz out a lot, and as a deterministic game would be difficult to prove. The outpost ranges stuff may also complicate calculations. In general, stealth is disliked in a strategy game of pure strategy and diplomacy.

Scientist has strange maths, why would the speed boost be applied to only the beginning, instead of steadily applied to the whole journey like the Admiral?

Miner is viable, although takes away from strategy, and is very 1 dimensional in use

Voyager is interesting, making travels which are normally super far away quite close, allowing for kind-of surprise attacks. This is the one I would be most interested in.

Re: Specialist Ideas

PostPosted: Wed Jan 25, 2017 8:21 am
by benzedreene
bluepanda wrote:"Going deeper guarantees better rewards"

That description is just priceless :lol:
My my my, the potential for phrasing...

Re: Specialist Ideas

PostPosted: Thu Jan 26, 2017 11:52 pm
by bluepanda
pandasecret wrote:Hi bluepanda, welcome to the forums!

I'm not a big fan of these ideas (i'll tell why in a bit), but keep your creative juices flowing!
Don't like Ghost because Time Machine would spaz out a lot, and as a deterministic game would be difficult to prove. The outpost ranges stuff may also complicate calculations. In general, stealth is disliked in a strategy game of pure strategy and diplomacy.

Yeah, I kind of realised that you would get screwed over if this was sent at a queen.

Scientist has strange maths, why would the speed boost be applied to only the beginning, instead of steadily applied to the whole journey like the Admiral?

So that subs get a boost, which isn't beneficial long distance wise, and makes it better to make your subs hop between outposts.

Miner is viable, although takes away from strategy, and is very 1 dimensional in use

Hm... for people who likes to turtle, it could be very valuable to them. idk.

Voyager is interesting, making travels which are normally super far away quite close, allowing for kind-of surprise attacks. This is the one I would be most interested in.
Thanks, I think it is the best of the ones I suggested.


:O oh, changing poll resets votes. Ops.

Re: Specialist Ideas

PostPosted: Fri Jan 27, 2017 9:21 am
by bleatingsheep39
I don't get the Oracle.

Re: Specialist Ideas

PostPosted: Fri Jan 27, 2017 6:24 pm
by bluepanda
bleatingsheep39 wrote:I don't get the Oracle.


You can see what your opponent has scheduled to do in the next 8 hours. And time machine is 100% accurate as if you knew everything.

Re: Specialist Ideas

PostPosted: Fri Jan 27, 2017 7:59 pm
by pandasecret
Nice to see you added some new ones, here are my opinions on the ones you added:
Leader: looks decent, and I would assume other players can use this too, otherwise it would be OP if it only affected your own drillers.
Commander: Honestly, this feels too weak for a promoted specialist, especially given that the Admiral exists, and this is a much weaker version of it. The leader would work better as an un-promoteable specialist.
Architect: most interesting one of the new bunch. Obviously not viable in Domination mode, not only does the Architect save you drillers for mine construction, but has a strong defense ability too. By converting a mine under attack to a generator, you save yourself a 20% NP loss, which saves a lot of time. However, I would imagine the Architect would destroy themself after their ability is used, otherwise it would be too OP to suddenly have 5 mines in a matter of a day (if paired with a smuggler).
Oracle: too buggy. Future commands can always be changed, and this seems quite unfair. Part of Subterfuge's fun is having to predict enemy movement, whose payoffs can only be seen in hours.

Making specialist ideas is fun (trust me, I had a phase where I put out ideas almost daily), but try to imagine playing against them, as well as computational errors Subterfuge is known for having, especially with the Time Machine.

Re: Specialist Ideas

PostPosted: Tue Jan 31, 2017 10:25 pm
by bluepanda
pandasecret wrote:Nice to see you added some new ones, here are my opinions on the ones you added:
Leader: looks decent, and I would assume other players can use this too, otherwise it would be OP if it only affected your own drillers.
Commander: Honestly, this feels too weak for a promoted specialist, especially given that the Admiral exists, and this is a much weaker version of it. The leader would work better as an un-promoteable specialist.
Architect: most interesting one of the new bunch. Obviously not viable in Domination mode, not only does the Architect save you drillers for mine construction, but has a strong defense ability too. By converting a mine under attack to a generator, you save yourself a 20% NP loss, which saves a lot of time. However, I would imagine the Architect would destroy themself after their ability is used, otherwise it would be too OP to suddenly have 5 mines in a matter of a day (if paired with a smuggler).
Oracle: too buggy. Future commands can always be changed, and this seems quite unfair. Part of Subterfuge's fun is having to predict enemy movement, whose payoffs can only be seen in hours.

Making specialist ideas is fun (trust me, I had a phase where I put out ideas almost daily), but try to imagine playing against them, as well as computational errors Subterfuge is known for having, especially with the Time Machine.


I changed commander so that you can synergise with how leader collects mass troops quickly.
Architect was a typing error I meant to say factory, not mine.
I didn't think how it would work out. I'll think about it for future ideas.