(Legendary) Pirate's Bay

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.

Re: (Legendary) Pirate's Bay

Postby Mugiwara » Sat Feb 04, 2017 1:24 pm

Banana Party: I feel this card suggestion is onesided. Its only affect food ports. And all we know food ports only popular because of potato party or gold bar produces. When you make food ports riskier for traders. party traders will focus on rum and tobacco ports. At present it means only two available routes for them Akrotiri-Psaral or Pania- Hannes.

I dont want to be rude but this is how i feel about this suggestion. I will apologize if im wrong about my opinions. This suggestion gives more tax income to IOM without any risks.
Im suggesting to make this card to effect food rum and tobacco ports. that way it would felt "it is a chaotic / random fun card." like you said.

About other suggestions which effect ports. In my opinion they should have a warning time before activation. 3 or 4 hours would be reasonable if you want to make it 24 hours duration.

Pirates Bay will offer blockade for trade actions in targeted port. which means its usage should be for war purposes instead of using it for simple profit ways. thats why long warning time wont affect caster if they aiming to interrupt the trade actions in targeted ports. I would like to see Pirates bay that way. interrupts a port's trade actions hit nations tax income instead of use it like a simple hn cast.

Incite a riot also should have a warning time before activation. and it can be %50 chance +3 danger %8 damage but %200-%300 profit while incite a riot active in targeted ports. that way i would like to risk my fleets to gain danger and play that gamble for better profit chance. this way it feels more enjoyable for me. its also a way for goldsmithers to choose their fleets to get targeted for double income.


Sincerely Mugiwara...
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Re: (Legendary) Pirate's Bay

Postby Most Lee Harmless » Sat Feb 04, 2017 3:06 pm

These are what I would call 'lazy' cards : instead of doing the work and figuring out who trades at which port and for why, which you can from port gossip, trade masters, spy's and such like, its a blanket attack, a sort of 'light them all up and let the gods sort them out' approach. There already exist countless ways to target your enemies, to gather intel on their actions, to set them up for a plunder raid, to do the raid itself : there are fewer and fewer ways to go about your business without high levels of risk, even providing you exercise caution and play smart : these kind of cards just piss all over any skill or intelligence being required to do your thang unmolested, any idiot can use them, any idiot can be a success doing so : excuse me, I dont see why idiots should have any kind of success at all, its bad enough they are allowed to breed, assuming they can figure that out with an illustrated guide : let's leave some room for smart players to have a modicum of success here as well.
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Re: (Legendary) Pirate's Bay

Postby Shadowood » Sat Feb 04, 2017 4:15 pm

Danik wrote: its bad enough they are allowed to breed, assuming they can figure that out with an illustrated guide : let's leave some room for smart players to have a modicum of success here as well.


You sir have won the forum for the day. You are a word smith like no other. :D
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Re: (Legendary) Pirate's Bay

Postby Haron » Mon Feb 06, 2017 3:07 pm

Shadowood wrote:
Danik wrote: its bad enough they are allowed to breed, assuming they can figure that out with an illustrated guide : let's leave some room for smart players to have a modicum of success here as well.


You sir have won the forum for the day. You are a word smith like no other. :D


Looking forward to your illustrated guide, Danik...

Anyway, I think this card has several purposes:

> You light up lots of people in one port. That gives lots of targets for plunder. Which can be good for many things (direct profit, lower gc levels for raids, nation missions, 500 PvP win missions, just giving your guildmates something to do...).
> Since the card is cast on a port, this can help light up players without revealing yourself, and without caring if they have a "personal defence". This can be important in several situations.
> With this card on a port, it may scare traders away to other ports. So you can get those traders to move from the port of an enemy nation, for instance. Particularly if used twice in a week.

This card should, of course, be expensive. But let's have a look at what you can get with 100 credits, as an example. You could get 100 HN cards, for instance. Casting 2 on each target, that's 50 targets lit up. Bypassing a mindbar will cost an average 4x normal, so 8 HN cards to light up a target with a mindbar. And this will light up these targets all over Avonmora, not just in one specific port. Easier to remove? Sure. But we also suggest a "port purify". It will be more expensive than ordinary purify, obviously, but what would it cost to remove HNs from 50 players? So if this card costs around 100-200 credits worth of ingredients each, takes 4 days to craft and you need to stack two on a port for effect (+1 danger each), I think it is not too powerful for it's price. Price and crafitng time to be discussed, and depending on other voodoo, of course. This will be more powerful if we get no port purify or port mindbars, than if we do.
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Re: (Legendary) Pirate's Bay

Postby Most Lee Harmless » Mon Feb 06, 2017 4:18 pm

Then why waste time with voodoo and casting : lets change the DP to +3 on port entry : then everyone who dares move a ship will be lit up and there will then be plenty of targets for everyone and no brain-stretching, buttock-clenching nonsense about getting past defences or even having to think too hard.
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Re: (Legendary) Pirate's Bay

Postby Donald Trump » Mon Feb 06, 2017 4:21 pm

Danik is saying what I was thinking, but in a better way.
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Re: (Legendary) Pirate's Bay

Postby Haron » Mon Feb 06, 2017 4:23 pm

Nah, not on EVERY port. It's the ability to do this against a selected port, for a very high price, which is the idea.

As fun as having every fleet light up whenever they reach any port sounds, I simply don't have enough gunpowder to plunder them all.
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Re: (Legendary) Pirate's Bay

Postby Most Lee Harmless » Mon Feb 06, 2017 9:13 pm

Come on : light every fleet, spend all your gunpowder in an orgy of crazed clicking and then back to the X-box within 5 minutes... a perfect game for some, stretches their attention span but still gives instant gratification... whats not to like?
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Re: (Legendary) Pirate's Bay

Postby Haron » Mon Feb 06, 2017 9:21 pm

Plunder is undoubtably a very important aspect of the game. Either doing it, trying to avoid it, maximizing the benefit from plundering, or minimizing the damage of being plundered. And plunder can only be performed against "lit up" fleets.

I think, therefore, that at least ONE of the legendary cards should "light up" targets in a "legendary" manner. I also think that we should have some legendary cards that give lingering effects on ports. I like this card idea, but if it ends up rejected, we need to take a look at the totality of the suggestions, and find a balance. If we have a set of port cards, at least one of these should be an "attack" card, benefitting pirates or enemies of the port. If not this card, then some other effect is needed. Unless, of course, we drop all legendary port cards. Also, we would need another legendary card with a danger-adding property. There are several options, of course, but we need at least one legendary "light 'em up" card.
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Re: (Legendary) Pirate's Bay

Postby Most Lee Harmless » Tue Feb 07, 2017 3:53 pm

My issue with 'light them all up' cards of this type is that it negates the ability to defend : that is part of game-skills and learning them takes time and experience : that effort should be rewarded with fewer losses and avoidance of being attacked : this type of card ignores all that and places you on the same defensive level as the guy who started yesterday : I'm not sure making all your efforts to preserve your assets utterly pointless just so some-one can enjoy lighting up half the player-base is beneficial : what becomes the point of learning how to defend yourself when you cant defend yourself anyway? Why should we bother with Mindbars and counter-curse when we get voodoo which happily ignores them under this form of blanket attack? Why time our fleets to avoid danger gain when with one cast on go the lights no matter how careful you are? back to an earlier point, why bother, lets just light everything up all the time and save this messing about pretending clever game play should have any effect or benefit at all?
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