Merchant's Nightmare

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Merchant's Nightmare

Postby Juicypotato » Tue Nov 10, 2015 3:01 am

Merchants nightmare

Rare

Cost 5 turns

Player loses 10 gold times how many ships he owns. Its like a public relations card but would be super effective for capturing ships when a player's gold gets really low.
Last edited by Juicypotato on Tue Nov 10, 2015 3:18 am, edited 3 times in total.
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Re: Merchant's Nightmare

Postby Big Brother » Tue Nov 10, 2015 3:04 am

-1 as it is...

If we made it so that it was a hard limit for when it could be activated (gold in hand at or below 100k?) And a percentage of 35-50% GC lost, based on turns (1 turn per 5%)....

EDIT:
perhaps with a cooler name tooo.... mercantile disaster sounds better
Last edited by Big Brother on Tue Nov 10, 2015 3:08 am, edited 1 time in total.
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Re: Merchant's Nightmare

Postby Fabionuno » Tue Nov 10, 2015 3:08 am

i like this xP even though this might effect me this might give some balance to the game cause the moreships the worse and new players jsut like me might have a chance xP
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Re: Merchant's Nightmare

Postby Juicypotato » Tue Nov 10, 2015 3:08 am

No the point is with this card is that it's not that powerful. Even if you have 1000 ships the gold removed will only be 10K. I made it uncommon. Its not powerful enough to be rare.
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Re: Merchant's Nightmare

Postby Big Brother » Tue Nov 10, 2015 3:10 am

Yes... but u see how OP this can be if.... for exampe, a certain player rolls 1000+ howkers lvl 5+?

Balance.... and another name could be Market Crash
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Re: Merchant's Nightmare

Postby Juicypotato » Tue Nov 10, 2015 3:14 am

I changed it to 10 gold. 100 gold was to powerful lol
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Re: Merchant's Nightmare

Postby Big Brother » Tue Nov 10, 2015 3:15 am

Yes... but still think percent is better... for overall decrease in gold.....
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Re: Merchant's Nightmare

Postby Fabionuno » Tue Nov 10, 2015 3:16 am

although this card could be introduced as very rare making is hard to be so op or even make it non tradable making players to stay long periods savings cards or just use 1 or 2 at time not being so bad true that many players in guild could do it all at same time but well ... wont be commum
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Re: Merchant's Nightmare

Postby Juicypotato » Tue Nov 10, 2015 3:19 am

I changed it back to rare. Even with just 10 gold coins per ship its still really powerful.
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Re: Merchant's Nightmare

Postby Big Brother » Tue Nov 10, 2015 3:21 am

Because of fleet sizes... thats why I'm saying percent, how about a guy who ONLY runs caps with a cutter at the end? 50 gold is nothing..... % is better... 10 turns cause auto 35% if successful
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