plague card

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plague card

Postby _42_ » Wed Jul 23, 2014 1:56 am

how about a plague card.

cast on a single fleet and that fleet can not visit any port for 12, 24, 36 ,48 hours
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Re: plague card

Postby Grapefruit » Wed Jul 23, 2014 2:34 pm

You get the award for the most sensible card suggestion in weeks
Could it be immune to attack?
No sailor would risk attacking a plague ship
I don't know, it seems to me if they ain't got you one way they got you another,
So what's the answer? that's what I keep asking myself, what's it all about?
Know what l mean?
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Re: plague card

Postby Roileon » Wed Jul 23, 2014 3:25 pm

Okay so I'm going to give this a major -1
This card is overpowered for merchants. Lets say I cast hostile natives on you or fugitive from justice. All you have to do is cast this card on you most valuable fleets or on all of your fleets if you're not that big and boom, you've basically killed the effectiveness of hostile natives.
Now if a merchant is at war with a merchant they will use these cards to stop trade right? No not really. No one is going to use a card that cancels out the effects of a hostile natives unless you're the defending force. And in my opinion, ANY card that cancels out hostile natives, the main card that gives pirate and merchant balance, and isn't purify/serenity, is overpowered and will always receive my -1.
We must maintain the balance between pirates and merchants within this game.
"Dead Mod tell no tales"

Afk, looking for that palm tree island beach of Legends.
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Re: plague card

Postby Shaydo » Wed Jul 23, 2014 5:45 pm

I think your looking at the card wrong Roileon.

It wouldn't prevent hostile natives from working because HN triggers when you sail into port, if the ship is already moving then it has to sail into a port, either the one it left cos it got turned away or the one it was destined for because it was already in transit, and after one hit trade fleets pause anyway so you only get one hit. Fugitive from justice would also still work, actually it could improve FFJ because you remove there ability to relocate the fleet to a different port, no playing hide and seek. So cast Plague on targets main BF or the prize your after, cast FFJ and you know were the fleet will be for 24 hours.

The card should restrict port movements. If the ship is travelling then on arrival at next port it is turned back or quarantined and not aloud to sail for 24 hours or until the card is removed. If the ship is in port then it is quarantined and not aloud to sail for 24 hours or until the card is removed.

Could also be used to ground production fleets, stop enemy battle fleets coming to a port of there lit up Ally, stop an enemy fleet from running.

I can not see how it could restrict HN or FFJ from working?

+0 still on the fence
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Re: plague card

Postby Roileon » Wed Jul 23, 2014 5:50 pm

_42_ wrote:how about a plague card.

cast on a single fleet and that fleet can not visit any port for 12, 24, 36 ,48 hours


Shaydo it doesn't redirect it into another port it can't go to any port meaning it would never sail into port for a hostile natives to work. If the fleet is in route somewhere it will never go into port until the 24hours is over. The main benefit of this card is if someone had a war fleet and you cast this on the war fleet. I would get around this by just removing ships from that fleet and making a new one. Because of this I propose a small edit.



cast on a single fleet and that fleet's ships can not visit any port for 12, 24, 36 ,48 hours. If the fleet is in route it is redirected to previous port.

Even with these edits I remain -1.
"Dead Mod tell no tales"

Afk, looking for that palm tree island beach of Legends.
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Re: plague card

Postby _42_ » Wed Jul 23, 2014 6:59 pm

sorry this card was an attack card, you can not use it on your own fleet. the fleet under the plague card is stuck out at see and can not be in any port. no redirect no return to last port it is quarantined. in simple words, this fleet can not trade or attack. maybe add that it can only be use if the fleet is no under other voodoo.
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Re: plague card

Postby Grapefruit » Fri Jul 25, 2014 12:54 am

I like this card it has roots in reality and yes it could be used to evade the effects of HN or FFJ ( if you got a friend to cast it ) but if it was made to be 36hours with no cancel option you would have to be desparate to use it on your own fleets as you would be affectively putting them out of the game for 3days and I would suggest making it a rare card to to deter peeps from using it to get some time off.
Plagues and diseases like yellow fever were a very real threat to ye olde pirates and would often wipe out whole crews so maybe the card should have a 50/50 chance of killing most of the crew to further deter peeps from using it for defence or skiving
I don't know, it seems to me if they ain't got you one way they got you another,
So what's the answer? that's what I keep asking myself, what's it all about?
Know what l mean?
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Posts: 261
Joined: Tue Nov 12, 2013 10:27 pm

Re: plague card

Postby Most Lee Harmless » Fri Jul 25, 2014 3:23 am

or one could beef up the rotten food card : and have it also incapacitate a random % of crew members on the target ship, as poor food was a very common cause of on-board sickness.
-1 : Move to archive.
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Re: plague card

Postby Roileon » Fri Jul 25, 2014 4:10 am

we do need to beef up rotten food don't we?
"Dead Mod tell no tales"

Afk, looking for that palm tree island beach of Legends.
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Re: plague card

Postby _42_ » Fri Jul 25, 2014 1:17 pm

then what you want is a scurvy card, for a set period a % of the crew are sick reducing the number able crewmen, slowing down and weakening the ship / fleet.

This is a plague card, to stop the ship entering a port. so it can't trade or fight.
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