Common CardsCard #1
-I am using ship names so Brigs only refer to Brigs, not brig of wars.
Card #3
-A flat number will do, not sure of the mount. It will be random though with a set minimum and maximum value. We are open to suggestions.
-For #4,#5,#6 we will take in mind global consumption in a 3-day basis in order to make it balanced and reasonable.
Here are the proposed metrics:
Consumption: 0.1 crates per citizen (average consumption - suggested starting value, feel free to propose something different) per 3 days. We might link this metric with the resource generation rate - early days will show (we will revise all new cards after a month or two after all - if we implement in about a week, we will revise in mid September).
So, let's take an example in Kanoni, which has 13 million people. This means that it can consume 13m * 0.1 = 1.3million crates of each resource.
Here is the course of actions:
- Code: Select all
Day Starts, 1.3million of RUM consumption remains.
-Cunning Cpt Dungeness has 100k rum stored in his warehouse and decides to hold a Rum Festival. All his 100k will be consumed and he will receive 2 million gold coins. Kanoni will still be able to consume 1.2m crates more.
-A handful of players hold their own rum festivals, feeding the port in the process. Eventually people end up consuming 1.25m rum crates. The port now still has 13 million citizens.
-Then Cpt Dungeness appears again,rubbing his hands in greedy anticipation as he has now amassed 100k more rum in his warehouse. He holds another Rum Festival. This time, the people will consume 50k crates.
The consumption rate will be directly affected by port population fluctuation. So, if for example I sell 500k crates to a 14 million port and after a while (consumption rate will be recalculated at EVERY cast) the port population drops to 4 millions, the port won't consume more till the resource update, where consumptions will be zeroed (or till port population rises again).
For card #10, Nice question... I don't have an answer yet. Feel free to suggest.
UncommonCard #1:
Card #2: FoJ is an enchantment though and adds danger gradually. This is an instant card. Instant curses need high turn costs to protect huge loss of control in short time.
RareCard #1: Yes. I think lefty proposed this one so credit has to go to him.
Card #8: Like Vengeance of the Witch Doctor, this is an instant card. So it is not healthy to compare turns cost to an enchantment card.
Card #12: This card is seemingly giving us a hard time right now. We could agree to an experiment; We can release it with 500k. Then, if we decide it is too few, we can either make it uncommon (like the rest cards of similar nature) or keep it rare and increase the gold it gives (or leave it as it is
)
I enjoyed your list Cpt Dungeness and your feedback was mostly helpful. If you don't mind, I would like some further feedback for Vengeance of the Witch Doctor and Ambush where we had our disagreements.