Specialist Ideas

Strategy, feedback, or anything SUBTERFUGE-related
Sun Nov 01, 2015 9:03 pm

  • I've found that there have been a lot of new specialist ideas recently because of the release about a month ago.

    We should put them all in one place so that when the Devs finish doing what Devs do after release they can check these suggestions out. I'm hoping that many of these ideas will even be implemented, which means that you can contribute to the future of the game!!

    In the meantime we can come up with new ideas or improve existing ones... :)
    Kings aren't OP

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    tw2000
     
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Sun Nov 01, 2015 9:21 pm

  • 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.
    Kings aren't OP

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Wed Nov 04, 2015 9:57 am

  • Here are a few new ideas. I was toying around with the idea of getting benefits after conquering an outpost. Here a a few ideas I came up with.

    Cartographer - Chariot Rider

    When you capture an outpost subs traveling to this outpost get x3 normal speed for 24 hours.

    Savager - Chariot Rider

    When you capture an outpost 15 drillers are immediately added to that outpost.


    I would love to see people continue to post their ideas. Even if they are not implemented our ideas are making the community strong with anticipation. I find it fun to find new ways to make the game interesting in new ways.
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Wed Nov 04, 2015 8:49 pm

  • The Mole - V3XT

    When hired, you will select a "cover" for the Mole. This cover can be any specialist of your choice, but the Mole does not posses any of that specialists abilities. Your opponents will see the Mole as its cover, and their Time Machine will make its predictions as if it were the cover. When selecting the cover for the Mole, you would want to make it a specialist whose lack of effect wouldn't give away its cover. While having a fake War Hero might discourage an attack on your outpost, if there was an attack, the battle report would give it away, because no extra drillers would be destroyed. Anything with a global effect would also likely give away your cover, but only if your opponent was paying attention. Careful selection of a cover would allow for many strategic options and would cause your opponents to judge the situation inaccurately.

    But this isn't the extent of the Mole's abilities. Its greatest benefit is in it's ability to relay information from enemy outposts. When captured, the Mole will relay its outpost's sonar data to you. Your opponent will still believe the Moles cover, but you will be able to see right into the heart of his defences. You can see anything that the outpost the captive Mole is at can see.

    Potentially, certain specialists would be able to determine the real identity of a mole. A Hypnotist would convert the Mole as normal and a Security Chief present at the same outpost as a captured Mole would show the outpost's owner that it is a Mole. This specialist would cause opponents to always be slightly cautious when capturing other specialists, and would provide a way to stealthily extend your sonar range.
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Thu Nov 05, 2015 12:32 pm

  • I am going to try to round up some of the newer specialists and continue posting them on this thread. Here are a few new ideas that have been bounced around after this thread was created.

    Tactician - pandasecret

    When attacking an enemy with more specialists than specialists on your sub (or defending from an enemy with more specialists on their sub than your outpost), each specialist you have adds +2 driller damage (max of 6).
    When attacking an enemy with less specialists than specialists on your sub (or defending from an enemy with less specialists on their sub than on your outpost), each specialist you have adds +0.2 speed per specialist in sub to sub combat (max of +0.6), or +10% shield regeneration per specialist (max +30%) while defending outpost.

    Illusionist - connor3491

    he can mimic any other specialist its owner has. It could also change the specialist it is mimicking, but there would be a 16 hour cool down in between changes. This would allow you to mimic a queen and potentially give yourself a chance at escaping a navirate. The only thing I don't like about this idea is the 50-50 RNG-like chance of getting the opponent to queen. However, some people already think navirate is 'OP' and this would be a subtle nerd to that combo.

    In order to give the illusionist some functionality, maybe this specialist could have 50% of the mimicked specialists abilities, MINUS global effects. So if you mimicked a war hero you would take out 10 of the enemies subs per battle. This would allow the illusionist to have some other function besides an escape artist. I would be open to other ideas regarding this last part.

    Empress - Chariot Rider

    Promoted from queen

    Can only be promoted in the first 5 hours of the game. Can hire a specialist every 48 hours. All factories produce an additional 5 drillers per production cycle and all subs travel at x3 their normal speed. If you lose control of your empress you are eliminated from the game.

    Disrupter - cuppa81

    (has a red range like sentry). Combat taking place where disrupter is present causes an EMP to shut down production at any outpost within the disrupter's range for 24 hours.

    Spartan - jasonjie88

    Sub limit is 300 regardless of energy output. In combat, your Drillers deal half their strength in damage (rounded up) before specialists participate

    These are the new ideas I found. Keep up the good work fellas.
    Last edited by chariot rider on Fri Nov 06, 2015 12:10 pm, edited 3 times in total.
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Thu Nov 05, 2015 1:47 pm

  • Yeah, we should ask the forum mods to make a page for specialist suggestions! There are certainly a lot, and can lead to purchasable expansion packs!
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Sun Nov 08, 2015 9:54 am

  • I found a new idea from the community. I will probably sort through all of the older posts and try to find a few new ones there.

    Scout - pandasecret

    Gains 0.5 local speed while in sub.
    While on a sub, reveals any other subs or outpost activity within a 25% sonar range of a normal outpost (moving sonar).
    However, due to its active sonar, the scout (including anyone else on the sub) is revealed to everyone.

    Description: Gains 0.5 speed and reveal all activity within 25% sonar range of a regular outpost, also exposing yourself.
    Flavor text: Speed is the essence of war. (Take advantage of the enemy's unpreparedness; travel by unexpected routes and strike him where he has taken no precautions. - Sun Tzu's Art of War).
    Symbol: Winged sandals (like Hermes, God of the Messengers)

    Possible combos: Scout/Navigator - keep an eye on enemy activity with only a pirate being able to catch up to scout.
    Scout/Navigator/Queen - when escaping with your Queen, find a weak outpost to retake!

    Ambusher - gis4gamer

    Can not be seen by enemies unless within 50% of the outposts sonar range.
    Destroys 10 enemy drillers when participating in sub-to-sub combat.
    Combat Priority: 2
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Sun Nov 08, 2015 11:30 pm

  • Ambusher - gis4gamer
    Can not be seen by enemies unless within 50% of the outposts sonar range.
    Destroys 10 enemy drillers when participating in sub-to-sub combat when invisible.
    Combat Priority: 2
    Promoted from: Saboteur? (Open to suggestions)
    Kings aren't OP

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Tue Nov 10, 2015 8:35 pm

  • Spy - pandasecret

    The Spy has a range 50% of normal outpost. Any friendly specialist within that range (even when spy is on a sub) has their icon disguised as a question mark. Clicking on a question mark will show the following message: A Spy has disguised this specialist, so you do not know who this is!" The Event log will announce "Taken a royal action" instead of a hire or promotion when the Queen is within the Spy's radius.
    If an enemy also has a spy (or should it be Intelligence Officer?), their spy can reveal your disguised specialists, and vice versa.

    Possible buff: Travels 2x speed when traveling to any(friendly and enemy) Queen, King, or Princess.
    *Reasoning: spies are good at accessing high profile targets, and the victim often doesn't know what is coming!

    Flavor text: A little cloak and dagger never killed anybody.

    prospector - pandasecret

    Description:
    Increases mining rate by 2/day for each mine owned.
    Decreases local shield charge by 10.
    Decreases shields at all owned mines by 10.

    Flavor text:
    Taking a chance can yield great rewards.

    gaoler - rosslesness

    Simple specialist. Moves 2x speed between your outposts.

    Can move captured specialists.

    beast tamer - Chariot Rider

    While at an outpost he produces 1 tamed squid every 24 hours. This squid can be launched like a sub and cannot carry drillers or specialists. The squids do not receive bonuses from global effects. If engaged in sub to sub combat the squid is concidered to have 10 drillers. When it reaches an opponents outpost it laches on to the side. This outpost cannot charge thier shield. Your opponent can use 10 drillers to remove the squid (much like drilling a mine).
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Fri Nov 13, 2015 8:14 am

  • Warden - Chariot Rider

    Can move captured specialists

    While a Warden is at thier outpost captured specialists produce an Extra 15 power if at a reactor, an extra 2 neptunium if at a mine per cycle, or an additional 3 drillers per production cycle of at a factory.

    Knight - Chariot Rider

    When defending an outpost he destroyes X drillers were X is the maximum shield charge of your outpost minus the current shield charge.

    Or

    Destroys X drillers when defending an outpost. X is equal to your maximum shield charge plus one fourth of you maximum shield charge minus your current shield charge.

    Subs carrying Knights get minus .25 to its speed.

    Flavor text

    None shall pass through these ramparts as long as I am alive with a will left to defend

    Explorer - Chariot Rider

    After a sub that the explorer is on captures an outpost that out post gets double the sonar range for 24 hours.

    Global: gives +200% speed to a sub traveling to an outpost outside of your sonar range.

    Flavor text
    Not all those who wander are lost
    Last edited by chariot rider on Thu Dec 03, 2015 4:19 pm, edited 1 time in total.
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