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Specialist Ideas: repulser, magnet

PostPosted: Wed Oct 28, 2015 7:03 pm
by pmoney
repulser: slows all incoming subs to its outpost by 30% of a subs base speed. (stacks)

its uses are pretty obvious. getting three would be pretty powerful, but by the time you achieved it any of your enemies will probably have caught on and hired helmsmen/navigators

magnet: (promotes from repulser) when at an outpost, any enemy sub that crosses its radius (sentry range?) is redirected to that outpost.

you could use it to set martyr traps or force opponents to attack fortified positions or disrupt pirates, but if you're not careful about where you place it, it could cut off your allies or pull in unwanted attacks that are hard to target. easily countered with navigator however.

not sure what to name these that would be inline with the political/historical figure convention of specialists, perhaps scape-goat or idol for the magnet?

Re: Specialist Ideas: repulser, magnet

PostPosted: Wed Oct 28, 2015 7:15 pm
by frenchytheasian
So if you somehow managed to get four repulsed your opponents sub would freeze because of the %120 slow?

Re: Specialist Ideas: repulser, magnet

PostPosted: Wed Oct 28, 2015 7:18 pm
by tw2000
it doesn't work like that, I think what he means is that it takes 1.3 times longer to get there, so 4 would be 2.85 times slower

Re: Specialist Ideas: repulser, magnet

PostPosted: Wed Oct 28, 2015 7:26 pm
by pmoney
frenchytheasian wrote:So if you somehow managed to get four repulsed your opponents sub would freeze because of the %120 slow?


this is actually how i intended it. helmsman would still go 80% in this scenario, so its not like its unbeatable, also you'd have to spend 4 hires which is a lot to defend one outpost. and i believe with the way specialists are shuffled its not possible to get 4 of something without trading specialists with other players or hypnotizing.

Re: Specialist Ideas: repulser, magnet

PostPosted: Wed Oct 28, 2015 7:34 pm
by tw2000
oh so what you're saying is the speed factor of the sub decreases by 0.3?

Re: Specialist Ideas: repulser, magnet

PostPosted: Wed Oct 28, 2015 7:51 pm
by pmoney
tw2000 wrote:oh so what you're saying is the speed factor of the sub decreases by 0.3?

that was what i had in mind, but really the specifics of stacking could be tweaked to whatever is most balanced. the general idea is that subs are slightly slowed when targeting the specific outpost

Re: Specialist Ideas: repulser, magnet

PostPosted: Wed Oct 28, 2015 8:00 pm
by tw2000
pmoney wrote:
tw2000 wrote:oh so what you're saying is the speed factor of the sub decreases by 0.3?

that was what i had in mind, but really the specifics of stacking could be tweaked to whatever is most balanced. the general idea is that subs are slightly slowed when targeting the specific outpost

ohhh well yeah the Devs would probably balance that if they added them