Conspiracy Protection

Any game related discussion can take place here. Examples: Discuss about how bad the merchant rates have been lately, how rich you have became by following this specific strategy which now needs to stop etc etc

Conspiracy Protection

Postby PhoenixKnight » Fri Jan 08, 2016 9:37 pm

Out of curiosity, is there a card out there to counter Conspiracy? It is one of the few cards that affects a nation without a counter or protection. May be a new card called Political guard?


- Split Topic and Updated Title. - Dez

Vote to discussion - Skyhawk
Phoenix Knight
Dragon of the desert and the two seas
User avatar
PhoenixKnight
 
Posts: 1318
Joined: Sat Feb 09, 2013 9:27 pm

Re: Conspiracy Protection

Postby Roberts » Fri Jan 08, 2016 9:47 pm

PhoenixKnight wrote:Out of curiosity, is there a card out there to counter Conspiracy? It is one of the few cards that affects a nation without a counter or protection. May be a new card called Political guard?


Why don't we also have a card to protect a Nation for months on end?... If you are not willing to risk something, then do not put it out on the line.
Civilian:Are you insane? One pirate against trained pirates... Who do you think this man is? God?
My Leader: No. God would have mercy. He won't.
User avatar
Roberts
 
Posts: 1109
Joined: Mon Sep 01, 2014 1:56 pm
Location: Belly Of The Beast

Re: Conspiracy Protection

Postby DezNutz » Tue Dec 18, 2018 5:58 am

I completely understand where PhoenixKnight is coming from on this topic. A few conspiracy cards can cause tens of millions of gc in influence damage with no means of protection. I however don't agree that there should be a new card to protect the ports.

In thinking about this, as a possible middle ground, if a player, that would be a top 10 influence holder for that port and nation, has a Mindbar active when Conspiracy is cast, the player's Mindbar (75% block chance) could block their influence loss. Anyone that doesn't have a Mindbar active would still receive the influence loss. If notifications are applied for when a block occurs, the caster would remain undercover, with a simple message of "Conspiracy Blocked at Port X".

Blocking Chance could also be changed since it isn't a direct cast on the player, to say like a 25% or 50% chance to block compared to the 75%.

CounterCurse would have no effect and be ignored in both directions.

Thoughts?
I'm only here for Game Development and Forum Moderation.

If you see a forum rule violation, report the post.
User avatar
DezNutz
Players Dev Team Coordinator
 
Posts: 7072
Joined: Sat Oct 24, 2015 4:51 pm
Location: United States of America

Re: [Review] Conspiracy Protection

Postby Banger » Tue Dec 18, 2018 7:02 am

I definitely think there should be further discussion on this. Dez might be on to something.
User avatar
Banger
 
Posts: 1166
Joined: Thu Feb 16, 2017 3:00 pm

Re: [Review] Conspiracy Protection

Postby PFH » Wed Dec 19, 2018 4:00 pm

I like your ideas dez. I believe we may have something coming from this :)

Move to discussion
Evil Teddy Bear :P
User avatar
PFH
 
Posts: 3249
Joined: Mon Apr 24, 2017 1:48 pm

Re: [Review] Conspiracy Protection

Postby DezNutz » Thu Jan 17, 2019 10:06 pm

Bumping for Review & Comments
I'm only here for Game Development and Forum Moderation.

If you see a forum rule violation, report the post.
User avatar
DezNutz
Players Dev Team Coordinator
 
Posts: 7072
Joined: Sat Oct 24, 2015 4:51 pm
Location: United States of America

Re: [Review] Conspiracy Protection

Postby William one eye » Thu Jan 17, 2019 11:08 pm

I would like to see port protections come from nation investments.

So you build a structure.
Say government Capitol building.
Investment in this structure gives you a percentage chance that a single conspiracy cast may fail against any nation member that is not eotc. As the building is leveled up protection chance should increase.

If the port is lost the Capitol building can be destroyed or occupied. After a set number of port occupation days passes.
Image
User avatar
William one eye
 
Posts: 1616
Joined: Wed Apr 20, 2016 2:33 pm

Re: [Review] Conspiracy Protection

Postby sXs » Thu Feb 14, 2019 3:51 pm

Simple solution is to remove the undercover aspect. Allows you to see who, which gives you options.

Second option is to put port and nation cards into a system in which they can only be cast at a nation level. Complicated but a nation system would enhance nation play.

Third option is to remove voodoo altogether for influence and population. This would be the most complicated optional
User avatar
sXs
 
Posts: 2448
Joined: Sun Jan 01, 2017 6:17 pm

Re: [Review] Conspiracy Protection

Postby Shadowood » Thu Feb 14, 2019 4:07 pm

If we are building a structure for protection, then I would say tie this is with the FORTS idea from DezNuts and others.

Building a Fort just goes along with the whole concept of "protection"

Just my opinion.
I don't fear death. I look forward to it with great anticipation. For then I will met God face to face and let him know that I stole his Man of War!!!
User avatar
Shadowood
Fantasy Draft Deity
 
Posts: 4080
Joined: Mon Feb 08, 2016 5:40 am

Re: [Review] Conspiracy Protection

Postby Stan Rogers » Thu Feb 14, 2019 6:44 pm

Shadowood wrote:If we are building a structure for protection, then I would say tie this is with the FORTS idea from DezNuts and others.

Building a Fort just goes along with the whole concept of "protection"

Just my opinion.


I certainly would 'second' this suggestion. Now is the time to start talking about Port forts, cannons in port, blockades, and other items of battle enhancement additions. I also think port warfare would also open up options and help the discussion on Flagships, diplomacy, hostilities etc.
The Last of Barrett's Privateers
User avatar
Stan Rogers
 
Posts: 1524
Joined: Sat Mar 01, 2014 6:49 pm

Next

Return to General Discussion

cron