three random cards

Do you have an idea for a card ? Do you want a tweak on existing voodoo cards? Perhaps you even want one of them removed? This is where you can post your suggestion.

three random cards

Postby Painmaster » Tue May 13, 2014 11:29 pm

I posted these without realizing that i should start my own thread, so they are over here now...please tell me what you think

charisma
5 turns + X fame
uncommon
player and self

effect:increases influence of target player at target port by the amount of fame you pay in addition to the cost(max:2500 fame)



Scapegoat
15 turns
rare
one of your fleet IDs and an opponent's fleet id

effect:removes all danger from your fleet and gives it to an opponent's fleet(limit:50 danger)



Identity theft
12 turns
rare
you and another player

effect:steals 1-3% of target players influence in target port and adds it to your own in the same port
In the beginning, the world was created. This has widely been regarded as a bad move.
User avatar
Painmaster
 
Posts: 311
Joined: Wed Apr 02, 2014 12:58 am

Re: three random cards

Postby Painmaster » Wed May 14, 2014 12:12 am

Turn to swine
turns:20
Rare
effect:choose target fleet. all crew in that fleet die and fleets owner gains food resources in nearest port equal to number of crew lost times 3.if fleet is travelling, it finishes it's journey normally, but will not continue.
In the beginning, the world was created. This has widely been regarded as a bad move.
User avatar
Painmaster
 
Posts: 311
Joined: Wed Apr 02, 2014 12:58 am

Re: three random cards

Postby Painmaster » Thu May 15, 2014 12:45 pm

Alotted time
15 turns + x gold(100 k increments)
uncommon

Effect:for x days, any turns produced that you have no storage space for get distributed randomly amongst things that take turns such as treasure hunt, working as a porter, etc.
In the beginning, the world was created. This has widely been regarded as a bad move.
User avatar
Painmaster
 
Posts: 311
Joined: Wed Apr 02, 2014 12:58 am

Re: three random cards

Postby Captain Jack » Thu May 15, 2014 11:35 pm

I like your creativity in names. You got a talent there.

Out of the five cards you suggested so far, Turn to Swine seems the most interesting. It is however a bit powerful( the rest are ultra powerful). Even if we make the crew loss proportional and up to a number, it still remains powerful as one such card could cripple a full battle fleet.

Most probably, crew reduction will only be a ship ability(in near future).
User avatar
Captain Jack
Project Coordinator
 
Posts: 4043
Joined: Tue Feb 08, 2011 1:12 am
Location: Pania

Re: three random cards

Postby Painmaster » Fri May 16, 2014 1:15 am

Do you see a way to make them better?
In the beginning, the world was created. This has widely been regarded as a bad move.
User avatar
Painmaster
 
Posts: 311
Joined: Wed Apr 02, 2014 12:58 am

Re: three random cards

Postby Black sparrow » Fri May 16, 2014 7:48 am

Charisma is broken. The only fame to influence way right now, is to transform fame into gold and then buy influence. Having a card to skip this part will make the other way obsolete. By far. I don't like the card at all. IMO, any changes to influence should take in mind nations who play the biggest role and should be less powerful than any existing way. We have made long term strategies on current system.

Btw, politician speech is abundant right now. It should become more rare.

The scapegoat is even more broken. So in your suggestion, there should be a card that will combine hideout and ambush x 3. It is too broken and if ever such a card was implemented, it should fall into the ultra rare category alongside with more similar cards we have suggested.

For turns to swine, cpt jack covered me.

Allotted time could be tweaked into something that could work as an option, I like the idea. It could be used as a reserve card like Hidden Treasure and could be useful for many players who go in vacation for a few days. I can't think what exactly it should do.
User avatar
Black sparrow
 
Posts: 498
Joined: Sun Feb 13, 2011 2:48 am

Re: three random cards

Postby Painmaster » Fri May 23, 2014 1:47 am

The point was that if your turn reach the point where they can no longer be generated, then they would be alotted into something like treasure burial or working as a porter, or will be stored until enough have been saved for an instant travel. It was supposed to be used for that. which could wind up making it sorta dangerous to use if your ships instantly travel somewhere and gain unplanned danger
In the beginning, the world was created. This has widely been regarded as a bad move.
User avatar
Painmaster
 
Posts: 311
Joined: Wed Apr 02, 2014 12:58 am

Re: three random cards

Postby Xanadu » Mon Jun 02, 2014 3:54 am

What if this card would allow unlimited turn build up as long as you do not use any turns. If you go on vacation for a month your turns would keep building. If you were just trying to use it to build turns though and were attacked and decided to fight back so as not to lose everything, you would stop collecting turns the second you made a play. Trade fleets would stop as normal after 7 days. there could be bonuses and drawbacks to using this card. If someone cast insight on you and saw you were using it you would be ripe for the picking. As it is now, no one really knows if you are gone until your fleets stop trading or the spy in your guild reports back to whomever that you haven't been on for a few days. If you did get attacked while away you would have the turns to burn to get back at the attackers by rebuilding fleets or voodooing the heck out of them.
User avatar
Xanadu
 
Posts: 193
Joined: Tue Dec 11, 2012 8:52 pm

Re: three random cards

Postby Painmaster » Mon Jun 02, 2014 1:07 pm

So the turns don't get assigned anywhere, but just keep building until you spend a turn?
In the beginning, the world was created. This has widely been regarded as a bad move.
User avatar
Painmaster
 
Posts: 311
Joined: Wed Apr 02, 2014 12:58 am


Return to Voodoo Card Suggestions

cron