So far I have found these ideas from the respective players:
MINELAYER - pandasecret
When travelling between outposts, the Minelayer will drop a mine (symbolized by a dot with little spikes) every three hours in its path. Anyone who travels that path will lose 10% drillers (or should it be a fixed amount of 10 drillers?) for each dot crossed (mines disappear after detonation). One way to prevent losing drillers is to have a Minelayer on the sub, which will then deactivate any mines it passes (the dot disappears), but will still place its own mines. The only time when Minelayers do not drop mines is when they are gifts, or having been released and returning to a friendly outpost. Mines are visible to all players, even when outside their sonar range. Mines can damage the player who dropped them, but at reduced damage (5% instead of 10%, or 5 instead of 10). Mines have no explosion radius, and only damage the sub which it contacts.
The other way to avoid hitting mines is having an Intelligence Officer. All mines in his sonar range will not affect the team to which the Intelligence Officer belongs to, but will still be present to damage other teams' subs.
Other info:
Combat priority: 9 (last to go in specialist phase)
Symbol: A black circle with 6 spikes protruding from it
Flavor text: Sometimes the path to the enemy is more dangerous than the enemy itself.
OCEANOGRAPHER - pandasecret
Has 200% speed when in a sub with fewer than 5 drillers (so it can't be used as helmsman).
At each outpost she contacts, a mark (in the form of a square bottom left) of the owner's color is placed.
Any sub (friendly or enemy) gain +0.5 speed increase between two square marks of the same color (outposts with squares of two different colors don't gain a speed increase).
Realistic reasoning: Oceanographers can find underwater currents to maximize sub speed. The squares represent their research stations.
This spec would be great when a smuggler isn't available, has a farther reaching effect, but has the risk factor of an enemy being able to use it.
Possible balance: speed effect only possible if other outpost is within sonar range.
SONAR OPERATOR - pandasecret
This specialist will hide the number of drillers at his outpost, as well as the number of drillers and any specialists on the sub he is currently on.
The sub itself and the Sonar Operator are visible to other players.
For the time machine and devs, scrubbing ahead in time will show a question mark on top of a white version of the outpost.
Perhaps there can be a balancing option that the Intelligence Officer can reveal the Sonar Operator's driller numbers and specs.
CODER - pandasecret
At each factory outpost she is at, a mark (in the form of a dot to the top right) is placed.
Every owned factory which has this mark will get +1 driller production (her more efficient code allows for increased driller production).
Once a factory with a mark has been taken by an enemy, they get -1 driller production for that factory (a backup code messes with the current production, as it recognizes foreign ownership).
The color of the dot remains the same as that of the player, even if captured by an enemy.
If an enemy also has a coder, her mark will replace the current mark (the new coder will debug the system and input her own code).
ARCHITECT - thestash
When a sub leaves an outpost with the Architect, all shields are dropped to zero and converted into drillers on the sub. The sub may only utilize these drillers in the next combat or they are forfeited upon landing.
ENFORCER - thestash
Produces X Drillers each X Hour(s) on any sub that is in transit containing the Enforcer.
BANKER - kygo
The thief is good but I thought making him Promotable could make him a bit more fun. His new name could be the Banker.
Abilities:
Heres how the Banker could work, if you captured someone's mine his global ability would be you gain 50% of their lossed Neptunium so basically 10% of their current total.
If the Banker is on a mine he hides the total Neptunium that the mine produces. Could make funding a little harder to guess if done at the right time and make a nasty combo with the tycoon.
The game is meant to involve misinformation after all could add another sneaky way to keep ahead. Assuming people don't have eyes on your mines.
The global ability could stack so with two Bankers you take 20% of the someone's Neptunium.
Drawbacks could be (Doesn't have to be all of these) :
The Banker 1 in 5 chance of keeping 50% of the profits for himself. This means you would always gain at least 5% of someone's Neptunium while having a Banker.
He must be on a Mine for his abilities to work.
If caught in transit he changes sides straight away. The Banker changes ownership if captured on mine/outpost or factory.
REPULSER - pmoney
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 - pmoney
(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.
CAPTAIN - pandasecret
Global: Decreases your sub global speed by 25%
Increases the speed of all subs going to enemy outposts or subs by 200%
OR
Global: Decreases your sub global speed by 25%
Local: All subs leaving from outpost Captain is stationed at gain a speed boost of 200%
STEALTH ARTIST - chariot rider
Destroys 10 enemy drillers in combat. He does not appear on your opponents sonar.
STRATEGIST - chariot rider
All of your opponents specialists get +3 to thier combat priority
ESCAPE ARTIST - chariot rider
You may launch a sub from your sub. This sub gets +.25 speed
DECRYPTOR - 6payh
You are able to see the sonar of enemy bases that are in this officer's sonar range.
Promotes to...
MASTERSPY - 6payh
You may read all communications of players that are in this spy's sonar range.
PACIFIST - chariot rider
Your sub cannot be be in sub to sub combat.
(The subs pass through one another)
This sound like it could be useful with martyrs or queens or attacking bases in general.
COVER UP ARTIST - admiral tilsley
All subs and sepclizeds at an outpost do not appear on other players sonar
THE DOCTOR - offscape
This specialist can only take a maximum of five drillers - and no other Specialists - with him on the sub. When he launches, all online players hear a Tardis noise and he appears at a random location. He can, of course now see all info within that location's normal sonar range, but cannot move again for 48 hours. The Doctor has a priority of One, cannot be captured or killed. His traveling companions, however, are on their own.
Promotable to...
SONIC SCREWDRIVER - offscape
Same movement and attributes as The Doctor, with the addition that no other subs can be launched from that location while Sonic Screwdriver is there.
The presence of another The Doctor or Sonic Screwdriver neutralizes these specialists' abilities, including their ability to launch. They are not considered captive and cannot be freed by the Hypnotist or by capturing the location.
SPY - exonto
I was thinking it would be interesting if you could promote an intelligence officer to a spy (or maybe just have the spy as a standalone).
A sub with a spy would have to be twice as close to an outpost before appearing on the map. This would add a good level of tension to the game that wouldn't be too ridiculous but would always leave an area of doubt in the back of everyone's mind. It's also a good way for those who are behind to make a great move and come back from the grave.
An interesting attribute of this would be that having an intelligence officer is good for ratting out enemy spies because of the increased sonar range. Essentially spies and intelligence officers would somewhat counter each other.
Perhaps there would need to be a cap on the number of drillers (maybe 50 - 70) that can be on a sub with the spy on it. That way players can at least prepare for it in some way without having a massive army suddenly be right next to their queen.