So after the whole thread speaking about sorceries and what not, I became interested in another unit (It's apparently going to be implemented with monsters) the Mad scientist! These insane bastards would obviously create insane death machines and horrifying abominations for you to fight... And that's where this thread comes in. What abilities do you people think they should have?
Well scientists will be more mechanical than sorcerers, so they should have things like the ability to sabotage enemy systems (-50% effect + 50% consumption for X seconds for all systems), special weapon coatings for allied ships (+5 armour pierce for 1 volley, etc).
Air Admiral
So after the whole thread speaking about sorceries and what not, I became interested in another unit (It's apparently going to be implemented with monsters) the Mad scientist! These insane bastards would obviously create insane death machines and horrifying abominations for you to fight... And that's where this thread comes in. What abilities do you people think they should have?
Commander
A fucking troop bay full of Frankenstein Monsters!
Air Admiral
That... Sounds amazing!
Midshipman
weird one-off special technologies! (that you cant produce more than once)
like a (heavy and costly) rapid fire suspendium cannon or smth.
Air Admiral
I was thinking more of a special weapon (I.E a death ray) than a stat boost, but I guess that could work too...
Air Lord, Engineering Corps
Well scientists will be more mechanical than sorcerers, so they should have things like the ability to sabotage enemy systems (-50% effect + 50% consumption for X seconds for all systems), special weapon coatings for allied ships (+5 armour pierce for 1 volley, etc).
Air Admiral
Those are definitely ideas that should be considered...