Booby-Trap

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Booby-Trap

Postby Most Lee Harmless » Sun Aug 03, 2014 1:44 am

Rare : 20 turns : 3 days

effect : when hit by a cast of 'Purify', the booby-trap 'explodes' and cause an immediate 10% damage hit to all the casters fleets.

reasoning : 'Purify' is a scatter-gun approach to clearing defences and should carry a level of risk of 'blow-back' : this would leave an attacker with a decision ; risk the booby-trap or use more expensive but less risky 'Serenity' cards.
-1 : Move to archive.
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Re: Booby-Trap

Postby Slindur » Sun Aug 03, 2014 1:47 am

+1
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Re: Booby-Trap

Postby Roileon » Sun Aug 03, 2014 5:05 am

hmm, mayybe. I'm going to need a little more convincing before I decide to get off the fence.
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Re: Booby-Trap

Postby Most Lee Harmless » Sun Aug 03, 2014 5:55 am

Purify is probably too cheap to use and probably too effective compared to Serenity for attack purposes : if it dodges a mind-bar, it clears any, and eventually all, the voodoo behind it until it clears the bar itself: Serenity just goes after one voodoo card and might hit that card 1 in 4 times, if that. To my mind, its a bit backwards that Purify cost less to use than Serenity does when it is the obvious card of choice to use when clearing down a targets voodoo defences. But that changes when the 2 cards come into play in defence, for clearing offensive voodoo from the victim, or yourself ; then Serenity should cost more to use as it can avoid removing 'positive' voodoo whilst the cheaper Purify carries the risk of taking out that positive voodoo due to its random nature.
My suggestion is an attempt to balance that out a bit by adding some element of risk to its use in offensive mode that also reflects its random nature ; currently, I can just fire off a purify every few seconds until your defences and all of your own voodoo is down, limited only by how many I may own, as the turn cost is inconsequential. I wont need to look, or plan, or do any calculation or use any particular skill to leave you open for further negative casts.
As a player who often attacks I know how easy it can be to get past defences that way; as a player who has been attacked, I see the same thing but from that side of the equation. I'd be happy to trade a little uncertainty and potential risk in my attacks on others for the same uncertainty and potential risk applied to those who attack me.
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