Hideout Building: Witch Hut

We are always looking for ways to improve the game. In fact, since the beginning player suggestions had played a major part in game design.

We read all suggestions.

Re: Hideout Building: Witch Hut

Postby Grimrock Litless » Fri Aug 12, 2016 1:58 pm

Name : Royal Fleet
Legendary
10 turns
72 hours

All fleet of target player does not gain danger on basic movement. Hostile native still works.

20 treasure fleet
10 bless

And the cost of others can be talked on.

I made this not long ago, a lot of people liked it, it seems.
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Re: Hideout Building: Witch Hut

Postby Shadowood » Fri Jan 06, 2017 4:30 am

Bumping this topic and I want to consolidate some of the Legendary Voodoo that has had decent feedback. Also, if you have more ideas for Legendary voodoo it might be a good idea to post here going forward so Captain Jack can find all the suggestions in one place.

Siren's Call
viewtopic.php?f=16&t=2690

Colonization
viewtopic.php?f=16&t=2697

Multiply
viewtopic.php?f=16&t=2693

Cult of Thieves
viewtopic.php?f=16&t=2683

Planned Raid
viewtopic.php?f=16&t=2671

Master Haggler
viewtopic.php?f=16&t=2619

Royal Fleet
viewtopic.php?f=16&t=2583

Cover of Darkness
viewtopic.php?f=16&t=2462

Extra Loot
viewtopic.php?f=16&t=2345

Safety Shores
viewtopic.php?f=16&t=2369

Blinded
viewtopic.php?f=16&t=2291

Avonmora Company
viewtopic.php?f=16&t=2294

Devil's Gambit
viewtopic.php?f=16&t=2248

Black Spot
viewtopic.php?f=16&t=2048

Pirates Bay
viewtopic.php?f=16&t=2063

Of course Captain Jack's original post with Golden Chains and Spiritual Dome are great ideas as well.
Keep posting some great ideas. We need this feature in the game, but CJ needs a minimum 20 approved voodoo to make it happen.
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Re: Hideout Building: Witch Hut

Postby Mugiwara » Fri Jan 06, 2017 5:10 pm

Recipe 1

Name: Unity
Rarity: Legendary
Type: Enchantment - Port
Target: Port

Witch Hut Recipe: 1 Mindbar, 5 Charity Donation, 5 Rum Festival 5 Tobacco Gathering
Crafting time: 72 hours
Crafting cost: 1 million g.c.
Duration 1 Week or 10 consecutive attacks(if 10 attack happen less than a week still buff will active for full duration.)
Limit of 1 successful cast by player per 2 weeks (you will need at least two player two fully protect a port.)

Effects: When the Unity active target port has a %25 chance to block any incoming Conspiracy attacks.


Recipe 2

Name: Public Resistance
Rarity: Legendary
Type: Enchantment - Port
Target: Port

Witch Hut Recipe: 1 Mindbar, 10 Transport Immigrations, 10 Potato Party, (I want to add Fertile Land also but its not obtainable anymore)
Crafting time: 72 hours
Crafting cost: 1 million g.c.
Duration 1 Week or 10 consecutive attacks(if 10 attack happen less than a week still buff will active for full duration.)
Limit of 1 successful cast by player per 2 weeks (you will need at least two player two fully protect a port.)

Effects: When the Public Resistance active target port has a %25 chance to block any incoming Black Death attacks.

(10 first usage of black deaths for new players doesnt suffer from that voodoo. it would be useful for newcomers when they trying to do their nation missions.)

Any thoughts or suggestions will be nice...

Sincerely Mugiwara...
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Re: Hideout Building: Witch Hut

Postby Haron » Fri Jan 06, 2017 6:55 pm

I think you should look at this thread, Mugiwara, which covers a similar suggestion (I think there are a few other similar topics, too):

viewtopic.php?f=16&t=2614&hilit=municipal

In my opinion, a sort of legandary card which is a "mind bar" for ports may be a good idea. However, I think one week is WAAAAY too long, and the cards are also too cheap. An important thing to think about for such cards, is that a mindbar protects one person, so to have one at all times, one person needs to use one mindbar every three days. But for a port? A nation could easily have 10 players for each port they have. If so, they could alternate on defending the port. With a one week duration, that means each player only need to cast a card every 10 weeks. That's not gonna be too hard. We don't want it to be easy to continously defend a port. In my opinion, this is something that should really hurt the purse, and only be done during times where attacks are expected. It should be so expensive it's not usually worth it. Also, I think the cards should be designed so it could also be used offensively. So I think it should defend against ALL voodoo used on a port.

Most of this was already discussed in previous topics, I believe.
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Re: Hideout Building: Witch Hut

Postby Mugiwara » Fri Jan 06, 2017 7:29 pm

thanks for feedback. i also read that topics. typed here to see pros and cons and maybe merge the ideas for a mutual voodoo suggestion.

im not agree with you about "A nation could easily have 10 players for each port they have" At present ;

Egypt has 7 ports which means they need 70 members (Egypt Total Players: 55 (Ranked 42nd))
Spain has 5 ports which means they need 50 members (Spain have 28 members which have more than 1k fame)
Isle of Man has 3 ports which means they need 30 members (Total Players: 19 (Ranked 77th)
Bermuda has 3 ports which means they need 30 members (Bermuda have 19 members which have more than 1k fame)
Tokelau has 2 ports which means they need 20 members (Tokelau Total Players: 12 (Ranked 97th))
USA has 1 ports which means they need 10 members (only USA have enough player number for that )


And dont forget who already have hideout or capable of doing witch hut researches and craft for legendary cards. the number even less.

if they want to protect their ports with that voodoo Egypt need 14, Spain need 10, IOM need 6, bermuda need 6, Usa need 2 active members who can make this card in their witch hut. Its not easy to reach that count for a nation and dont forget this will take 3 days which means you cant craft any other legendary cards during that time. if you want to protect your ports you should sacrifice from other cards.

About the prize not expensive enough with benefit it brings:

First card's prize: 160 Credit(calculated 150k for each) and 1m gold equal to: 25m gold
Second card's prize 195 credit(calculated 150k each) and 1m gold equal to: 30.25 m gold

for both voodoo's %100 uptime approximately 8m per day for protection per port.

at present due to citizen taxs:
Egypt: 18.4m
Spain: 20.6m
IOM: 18.4m
Bermuda: 5.85m
Tokelau:18m
USA:9.7m

Do you really thing they can have this voodoo up on their ports %100? maybe my suggestion too expensive but definitely not cheap.
This voodoo suggests already has its cons in it. Not OP but maybe weak for the prize.

Sincerely Mugiwara...
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Re: Hideout Building: Witch Hut

Postby Haron » Fri Jan 06, 2017 8:09 pm

Right now most nations may not have 10 players for each port, but they could easily get that. In my opinion, several nation have a suboptimal port portfolio, but that's another matter.

160 credits may sound like a lot. Compare that, however, to what it cost Egypt to rebuild after the latest attacks on their population and influence. Such cards should be unfeasible to have going continously, and should be for emergency use only. And then, they would be worth a lot. If it was meant to be possible to use it continously, the price may be fine. I think it should NOT be for such use, though, and so I think it's too cheap, and the duration too long.

As for port income: One thing is that ports bring income through benefits (particularly the Duke trade bonus, which is extra important for gold smiths) in addition to the tax. Another thing is that some ports (mainly Egyptian and Bermudan) currently are rather small. A port can get as large as 2B people. That gives a very decent income. And is very much worth protecting against Black Death.

A detail is the nation missions, which you also mentioned, but I'm not too concerned about that. I'm sure it would be possible to find a way around it.

Finally: This would make taking over ports more difficult, at least unless the offensive use is included (block ALL voodoo against a port - with a certain probability). There is already way too little fighting over ports, and the few small attempts that are made are quickly repelled (although at a high price). I would like to see MORE fighting over ports, not less.

Like I said, though, I agree that a "mindbar" for ports may be a good idea. But I think it should have both a defensive and offensive use (block ALL voodoo against port - with a certain probability), and that it should be more expensive and have a shorter duration than suggested.
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Re: Hideout Building: Witch Hut

Postby DezNutz » Fri Jan 06, 2017 8:27 pm

Mugiwara, I agree with Haron. Also it would be good if this had it's own topic.
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Re: Hideout Building: Witch Hut

Postby Mugiwara » Fri Jan 06, 2017 8:28 pm

Definitely there should be some counter moves. and honestly i want to see more port wars too. Maybe i should also work on a counter legendary voodoo for this voodoos.

if they will use those voodoos 7/24 on their ports it already means they losing a lot of their profits. and %25 block doesnt seems to me way to op.

how about that. 5 days duration for voodoo. and when casted on port there is a debuff named sated for 1 week duration. During sated effect you cant cast this voodoo again. you should wait for it expire.

im really open for any kind of comments and feedbacks. thanks for your participations Haron. I just want to make it better. for all of us not for small group.


Is there anyway to move this messages to a new topic? DezNutz. So we will work deeply on them.


Sincerely Mugiwara...
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Re: Hideout Building: Witch Hut

Postby Haron » Fri Jan 06, 2017 8:29 pm

Mugiwara wrote: I just want to make it better. for all of us not for small group.

Sincerely Mugiwara...


I know, and I really appreciate the effort! :-)
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Re: Hideout Building: Witch Hut

Postby Jeugeniio12233 » Fri Jan 06, 2017 8:42 pm

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