My inspiration to make this thread came from Rathorian's post. I am aware the developers have stepped away from this game, but it is worth a try especially since we have a Subterfuge community edition in the works. There are a lot of people who care about the future of this game, including me.
Subterfuge discord: https://discord.gg/nwBPs4u
Subterfuge Community edition discord: https://discord.gg/9Cv2v6
NOTE: The specialists listed below I believe should be nerfed. I explain which need to be buffed at the end. Unmentioned specialists are specialists that I believe are balanced. Perhaps my logic may be flawed. I am open to hear what you think.
o - indicates the issue
• - fine as is
King
• Global effect: For every 3 drillers owned after specialist phase, destroy 1 enemy driller in combat (does not stack)
o Global effect: -20 to max shield charge
• Local effect: +20 to max shield charge (-20 effect does not apply)
King response - Nerf
• Global effect: For every 3 drillers owned after specialist phase, destroy 1 enemy driller in combat (does not stack)
• Global effect: Remove all shields on outposts that do not have a queen, king, or security chief present (effect(s) of security chief(s) will only apply to its residing outpost(s))
• Local effect: +20 to max shield charge (-20 effect does not apply)
Comments:
I am aware this is a small change, but it stops the possibility of players pairing the security chief and king together. Especially since I believe the security chief needs a buff.
Navigator
o Local effect: May change course of sub at will (no limit)
Navigator response – Nerf (credit to Subterfuge discord)
• Local effect: May change course of sub once (or twice depending on feedback)
• Local effect: The count for change of course resets once the sub arrives at an outpost
• Local effect: Not stackable if two or three navigators are on the same sub
Comments:
This will prevent navigators from glitching pirates. So, pirates can be successfully paired with double agents, assassins, saboteurs, etc. to stop the enemy navigator sub.
Smuggler
o Local effect: 300% speed when traveling to your outposts
Smuggler response – Nerf
• Local effect: 250% speed when traveling to your outposts
Comments:
As Rathorian mentioned in his recent post, a smuggler navigator is extremely powerful for a player who possesses most of the map. This can be controlled by simply lowering the speed of the smuggler.
Admiral
o Global effect: +50% speed to subs not carrying a specialist
• Local effect: 200% speed
Admiral response option 1 – Nerf (credit to Subterfuge discord)
• Global effect: +50% speed to subs not carrying a specialist and are launched from the outpost that the admiral resides
• Local effect: 200% speed
Admiral response option 2 – Nerf (credit to Subterfuge discord)
• Global effect: +50% speed to subs not carrying a specialist and are within the sonar range of the outpost that the admiral resides
• Local effect: 200% speed
Comments:
The admiral is known as the most powerful Subterfuge specialist. These suggestions will restrict its game-ruining abilities.
Tycoon
o Global effect: +50% driller production rate
• Local effect: +3 drillers per production cycle
Tycoon response – Nerf
• Global effect: -20% in time (rounded down) to produce in all factories (open to feedback)
• Local effect: +3 drillers per production cycle
Comments:
The second most powerful Subterfuge specialist. The stacking problem can simply be solved by diminishing the production frequency. The factory hour patterns will now go like this: every 8 hrs -> 6.6 hrs -> 5.5 hrs -> 4.6 hrs -> 3.8 hrs -> etc.
These are the four specialists I believe should be buffed: sentry, war hero, infiltrator, and security chief. How do we buff these? We do not know. It depends on how the nerfed specialists perform to solve this. But I am willing to give it a shot.
Sentry
o Ranged effect: -5% (rounded up) to the largest enemy sub in range every 2 hours
• Range: 50% of stationed outposts’ sonar range
Sentry response - Buff
• Ranged effect: -5% (rounded up) to the largest enemy sub in range every HOUR
• Range: 50% of stationed outposts’ sonar range
Comments:
Speeding up the sentries firing speed will counter enemy speed subs.
War Hero
• Local effect: -20 enemy drillers in combat
• Combat priority: 7
War Hero response – Buff
• Local effect: 150% speed
• Local effect: -20 enemy drillers in combat
• Combat priority: 7
Comments:
I believe adding speed will make this specialist worth hiring to make a counterattack.
Infiltrator
o Local effect: -20 shield charge from defending outpost
• Combat priority: 4
Infiltrator response – Buff
• Local effect: -40 shield charge from defending outpost
• Combat priority: 4
Comments:
Notably the weakest specialist in the game. Destroying 40 shields may seem too high, but it is about time we put this specialist to use.
Security Chief
o Global effect: +10 to max shield charge of your outposts
• Local effect: +10 to max shield charge at stationed outpost
Security Chief response – Buff
• Global effect: +20 to max shield charge of your outposts
• Local effect: +10 to max shield charge at stationed outpost
Comments:
Now that infiltrators will get more use, the global effect must increase. Security chiefs are not used enough. This change will make it worth two hires.
Thank you for reading. Open to hear feedback.