Infiltrator Idea

Strategy, feedback, or anything SUBTERFUGE-related
Sun Mar 05, 2017 6:40 am

  • Keeping the -20 Shields that infiltrator currently have, but some how make him not suck...
    What if he -20 shields even when he is captured? And if he is released by his captors he will travel x3 faster perhaps.
    And if that still doesnt make him valuable enough then maybe allow for him to be able to provide information of the outpost thats holding him captive, ie driller count / subs coming and going from that outpost.
    I'd imagine this would add more subtle complexities to an Infiltrator hire.

    Just an idea, i havent checked the forums to see if someone else already thought of this. c:
    User avatar
    p34chy
     
    Posts: 7
    Joined: Sun Mar 05, 2017 6:20 am

Sun Mar 05, 2017 10:38 am

  • Doesn't really match his character.
    My idea is that since he knows everything about shields. He gives you 10 local shields on defense.
    My new party trick:
    I swallow 2 pieces of string and an hour later they come out of my ass tied together.
    I shit you knot.
    User avatar
    whos sayin
     
    Posts: 631
    Joined: Wed May 25, 2016 5:27 pm
    Location: N korea

Sun Mar 05, 2017 12:51 pm

  • Honestly, I actually like this idea. The main problem with the infiltrator is that he can too easily be stopped before even reaching an outpost. So by having him drop shield while he is captured makes it a better guarantee that he will actually do the one thing you hired him for.

    You also saw that people would try to get around this by releasing him, which was clever. 3x speed is a good idea to fix that. This is fine since even if they release the infiltrator they still have to recharge the 20 shield they lost, which takes time.

    The only downside I see to this is that now the Infiltrator is almost impossible to stop, which might anger someone going against it. Although, an inspector or hypnotist should allow you to fix the problem before it even exists.

    Overall, I believe that is an excellent idea for helping the infiltrator do his job better.
    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

Sun Mar 05, 2017 1:02 pm

  • whos sayin wrote:Doesn't really match his character.
    My idea is that since he knows everything about shields. He gives you 10 local shields on defense.

    I don't mean to be rude, but I completely disagree with what you said.

    One can argue about whether or not being able to drop shields while captured matches his "character." That is almost a personal thing. I think it matches well because it is still infiltrating in a sense, and it works well with how people use the infiltrator.

    Additionally, you say it is a bad idea because it doesn't match his character, while your idea completely undergoes the whole character of the infiltrator. In the flavor text of the character, it hardly makes sense. Being an infiltrator has nothing to do with knowing shields. It is like asking a bomber to help build a house because in order to blow it up they have to know everything about it.

    Secondly, it betrays the playstyle "character" of the infiltrator. As of now, the infiltrator is a purely offensive specialist that only works while attacking. Giving him defense would completely flip how you are supposed to use him. Additionally, you aren't really balancing him by now making both below average attacking and below average defending.
    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

Sun Mar 05, 2017 2:43 pm

  • Although +10 shields isnt broken it could be balanced even... it just doesnt add more dimensions to strategy, a unique specialist needs to be something that has to be managed by the player's wits and a +10 shield isnt something new. The queen, king, minister of defense does that too.
    However, the potential questions that could come up with this idea is definitely new among the current set of specialists.
    eg to release or not to release?
    does sending it to an outpost with a tinkerer make him cap drillers?
    is it fine to leave my infiltrator behind so i may easily recapture the outpost later on?
    will other nearby players capitalize on this?

    Some players are definitely going to be extremely annoyed when they send the infiltrator alone XD
    User avatar
    p34chy
     
    Posts: 7
    Joined: Sun Mar 05, 2017 6:20 am

Sun Mar 05, 2017 6:30 pm

  • If you're first idea happened there would be a really cool general infiltrator strat where you force them to either keep it and deal work the shield lots of send it back so you can relaunch it to reapply the general bonus.
    My new party trick:
    I swallow 2 pieces of string and an hour later they come out of my ass tied together.
    I shit you knot.
    User avatar
    whos sayin
     
    Posts: 631
    Joined: Wed May 25, 2016 5:27 pm
    Location: N korea

Thu Mar 09, 2017 9:16 pm

  • We can't complain about stacked kings anymore, so let's fight over infiltrators! Hellz yeah! :mrgreen:
    "I work for the company. But don't let that fool you, I'm really an okay guy."
    User avatar
    carter j burke
     
    Posts: 379
    Joined: Sun Oct 25, 2015 3:33 pm



Return to General




Information
  • Who is online
  • Users browsing this forum: No registered users and 3 guests
cron