Master spy

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Master spy

Postby Painmaster » Fri May 23, 2014 1:17 am

Name:master spy
Cost: 20+X turns
Rarity: rare
Target player

Effect: View target player's fleets, independent ships, officers, gold, and active trade routes.

Piercing(50% + X(X=1 for every five turns spent, so if fifteen turns are spent, it adds an extra 3%)chance to ignore barriers.
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Re: Master spy

Postby Trixikilikili » Fri May 23, 2014 8:56 pm

Might have to consider having a card just to see how much gold.. Spy network covers fleets ships and officers, trade master covers active trade routes.. I believe it takes 8 turns for spy network and 3 for trade master? That leaves 9 turns value to reveal gold which is a bit expensive IMHO. The piercing nuances are a nice touch though.
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Re: Master spy

Postby Captain dungeness » Sat May 24, 2014 5:21 pm

I like the idea to make it piercing. Yes, you can cast pouch of gold, spy network and trade master to get the same info, but this is piercing. I don't know if it takes much more time to code to make the +X work, so even if it were just 50% piercing it would be interesting.
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Re: Master spy

Postby Painmaster » Sat May 24, 2014 5:46 pm

The extra piercing stuff doesn't necessarily have to be there, and the piercing is why there is 9 extra turns of cost on it.

I had also considered adding an undercover option, but i thought that might make it a bit overpowered...
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Re: Master spy

Postby Roileon » Wed May 28, 2014 10:18 pm

There are other ways to collect this information. Adding more ways to do this would be overpowered and unnecessary additions. Unless you suggest taking away the other cards that collect this information and only having this card, I don't think I can support this in it's current form. -1
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Re: Master spy

Postby Painmaster » Wed May 28, 2014 10:33 pm

Two questions for you, then...

1:how can I make it better?

2:Would you rather cast three voodoo cards that have a high probability of falling to a mindbar/countercurse, or would you rather cast one that you can force through their pathetic barriers?
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Re: Master spy

Postby Edward_Teach » Wed May 28, 2014 11:12 pm

It doen't matter what he'd rather have, I'd rather have a card all to myself that destroyed everything another player owns, that cost zero turns and had 100% piercing, and was undercover... But I can't that's not how it works.

(Disclaimer--I'm not that harsh, above is just an example :) )

Maybe if you combined the turn cost of all three cards that this utilizes, then made it Piercing 1% for every extra turns invested, instead of making it a direct 50%. Just my opinion.
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Re: Master spy

Postby Roileon » Wed May 28, 2014 11:40 pm

Painmaster wrote:Two questions for you, then...

1:how can I make it better?

2:Would you rather cast three voodoo cards that have a high probability of falling to a mindbar/countercurse, or would you rather cast one that you can force through their pathetic barriers?


By creating such an overpowered master spy card that makes your life so much insanely easier to get through defenses not only evaluates the defensive voodoo that's been in place for years and creates a no win scenario for the defender. Like Sebastion said, doesn't matter what we'd rather have. It matters what's equally good for everyone, or a card that is able to counteract Master Spy.
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Re: Master spy

Postby Painmaster » Thu May 29, 2014 12:49 pm

Please keep in mind that knowing where they are is only half of the issue.Once you know where they are you still have to be able to hit them with your raiding voodoo(Hns, Fugs and the like) this card doesn't remove their active barriers, nor does it say how many of what they have active. knowing where they are does no good if you can't touch them. Besides, in order to force this card through their barriers, you would have to pay an inordinate amount of turns for it.
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