Siren's Call - Legendary

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Siren's Call - Legendary

Postby Shadowood » Tue Aug 23, 2016 5:07 pm

Name: Siren's Call
Rarity: Legendary
Type: Enchantment - Player
Target: Fleet

Witch Hut Recipe: 2 Confuse, 1 Ravage, 1 Tidal Wave
Crafting time: 72 hours
Crafting cost: 1 million g.c.
Limit of 1 successful cast on target player per 24 hours
Cannot cast on a fleet that has more then 18 danger

Effects: When the Siren's Call, a random ship in target fleet will be removed and put into a new fleet with 18 Danger

Thoughts on the voodoo? Suggestions?

Edits:
1) Added Tidal Wave to recipe
2) Crafting time increased from 24 to 72 hours
3) Added limit of 1 successful cast on target player every 24 hours
4) Cannot cast on a fleet that has more then 18 danger
Last edited by Shadowood on Sat Jan 14, 2017 6:37 pm, edited 3 times in total.
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Re: Siren's Call - Legendary

Postby Most Lee Harmless » Tue Aug 23, 2016 5:40 pm

An intriguing concept : I rather like this one, the random element is a nice risk/reward factor : might I suggest the addition of a card such as Tidal Wave to the recipe ? It is tempest thus summoned, along with the Confusion cast on it which will break the fleet's cohesion leaving the straggler to be Ravaged ?
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Re: Siren's Call - Legendary

Postby Shadowood » Tue Aug 23, 2016 5:47 pm

Thanks for the suggestion Danik. I will add the tidal wave, good call

I was thinking about your Rutter Tech and bumped it actually before I posted this. Was thinking about a what if, each level of Rutter Tech increases the chance of harmful fleet voodoo failing by 1%. So at level 20, there is a 20% chance of this voodoo failing if an attackers casts on you. Just a thought...
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Re: Siren's Call - Legendary

Postby Most Lee Harmless » Tue Aug 23, 2016 6:15 pm

I'd be wary of adding that to its benefits : though it does have some logic to it : I think battle and skills should perhaps be best served by technologies more directed at them : thus your admirals might benefit from a 'Naval Warfare'' technology which would give such bonuses to your fleets in battle. Likewise, a ' Advanced Shaman' technology could give bonuses to voodoo aspects, both in attack and defence but also perhaps more overall, such as increased chances of 'winning' a result for cards like Duplicate, Mindbar or other 'coin toss' cards.
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Re: Siren's Call - Legendary

Postby William one eye » Tue Aug 23, 2016 6:18 pm

Like the Idea,

I agree with the tidal wave as an ingredient


What would the status of the lone ship become?
- usable - if you have an extra admiral available
- unusable - if you don't
- or unusable - either way

- if the ship is not captured or sunken does it return to fleet after duration of card
if so what if the fleet it was separated from no longer exists.
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Re: Siren's Call - Legendary

Postby DezNutz » Tue Aug 23, 2016 6:22 pm

I generally like it, but it seems a little weak. Doesn't Ravage do the exact same effect except it targets a specific ship instead of a random ship in a fleet?

Maybe something like this:
Recipe: 2 Confuse, 1 Ravage, 1 Fugitive from Justice

Effect: When the Siren's Call, a random ship in target fleet will be removed and put into a new fleet with 18 Danger. Fleet will gain +3 Danger every hour. Voodoo has an additional 30% chance of blocking a Purify or Serenity.
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Re: Siren's Call - Legendary

Postby Shadowood » Tue Aug 23, 2016 6:33 pm

DezNutz wrote:I generally like it, but it seems a little weak. Doesn't Ravage do the exact same effect except it targets a specific ship instead of a random ship in a fleet?

Maybe something like this:
Recipe: 2 Confuse, 1 Ravage, 1 Fugitive from Justice

Effect: When the Siren's Call, a random ship in target fleet will be removed and put into a new fleet with 18 Danger. Fleet will gain +3 Danger every hour. Voodoo has an additional 30% chance of blocking a Purify or Serenity.


I feel this could be a very powerful card. As ravage only attacks ships not in a fleet. If you came across a big fleet like (1 MoW, 2 SoLT, 2 Cutters) you have a 20% chance to get the MoW or basically 60% chance at MoW or SoLT out of the fleet. You could then cast disfavor and ambush that one ship and plunder gold at a much faster rate. This card is anything but weak.
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Re: Siren's Call - Legendary

Postby Shadowood » Tue Aug 23, 2016 6:43 pm

William one eye wrote:Like the Idea,

I agree with the tidal wave as an ingredient


What would the status of the lone ship become?
- usable - if you have an extra admiral available
- unusable - if you don't
- or unusable - either way

- if the ship is not captured or sunken does it return to fleet after duration of card
if so what if the fleet it was separated from no longer exists.


No duration. Performs the same task as Ravage in the sense it just creates a new fleet for a ship. The owner of the ship, I believe would need an admiral for that fleet to use. I have never had a ship ravaged and saved but think that's how it works.
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Re: Siren's Call - Legendary

Postby William one eye » Tue Aug 23, 2016 6:48 pm

if the fleet was 4 sotls and a cutter tail - this would either pull an sotl out or take the tail off the fleet, both would have their advantages.
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Re: Siren's Call - Legendary

Postby Shadowood » Tue Aug 23, 2016 6:52 pm

William one eye wrote:if the fleet was 4 sotls and a cutter tail - this would either pull an sotl out or take the tail off the fleet, both would have their advantages.


Aye. It would make some rethink fleet make up.
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