Wolfie wrote:I just want equally possibility for merchants to defend against someone with 10 ships and voodoo chest.
Maha wrote:since the topic starter seems to have no problem with going off topic in this thread, i feel free to add my 2 bits.Wolfie wrote:I just want equally possibility for merchants to defend against someone with 10 ships and voodoo chest.
Equal opportunity you have, but that requires choices you don't want to make! you could decide to become a 10 ship pirate and you have that opportunity, but that is not what you want. you want either unequal opportunity where merchants can both make profit through trade and fight pirates on their terms OR you want pirates to fight on your terms by forcing them to have more fleets etc.
in this game not all have the same goals or what brings the most satisfaction. prey and predators have a different outlook on survival; prey survive by rapid multiplication and living in herds while predators in general reproduce at a far slower pace and are more solitary or in small packs. Prey will never be able to fight predators. prey can only defend themselves up to a certain level (hooves vs claws, molars vs teeth)
prey feed of the land and predators feed of the prey.
in this game the merchants are the prey; like it or not. in the game the merchants can (unlike the prey) fight back with the same weapons as the pirates (predators) have. But like the prey, they cannot feed (make profit) from attacking pirates. Merchants make profit by trading. Pirates are the predators in my analogy, they feed (make profit) on the prey.
unlike the animal world, we can in this game change roles. if someone does not want to be preyed upon he or she can stop being prey! therefore it doesn't make sense to me to like being prey and at the same time complaining that you're being preyed upon.
Grimrock Litless wrote:(12 turns)
(6 hours)
Target - Fleet
The target fleet is duplicated on the current port it is in.
If target fleet traveling, voodoo does not work.
Fake fleet always show up on the plunder list.
Fake fleet cannot perform any actions.
If attacked the attacker gains nothing from fleet, but danger and waste of turns.
Possible uses,
- Spoiler: show
Up for discussion.
Haron wrote:Rather than get completely off topic, maybe you'd like to revive this thread, Wolfie?
viewtopic.php?f=5&t=2582
Grimrock Litless wrote:Grimrock Litless wrote:(12 turns)
(6 hours)
Target - Fleet
The target fleet is duplicated on the current port it is in.
If target fleet traveling, voodoo does not work.
Fake fleet always show up on the plunder list.
Fake fleet cannot perform any actions.
If attacked the attacker gains nothing from fleet, but danger and waste of turns.
Possible uses,
- Spoiler: show
Up for discussion.
Wolfie wrote:Of course it is they act as real fleet only difference they are duds whom can't sail and can't attack. But that is only if it is legendary and it affects all the fleets. And of course option for others to be able cast it. It would then give chance for guild to act as a guild...
DezNutz wrote:As a said before, it is a good concept; however, I have a few questions, and depending on the answer I may have rebuttals:
1) I assume that this card can only be cast on a fleet owned by oneself. If the card is to be updated to all fleets instead of just one, I assume this could only be cast on oneself.
2) I assume that this card only effects a fleet that is on the plunder board (danger > 2).