(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: Incite a Riot (Legendary)

Postby Haron » Sat Jan 14, 2017 3:30 pm

Danik: For a target, is this really any worse than being hit by 2xHN? It should be less bad, actually, since it only affects his ships in one port. And even though the curse can't be removed, a trader can send his fleets to different ports for the duration (pointless if it's 30 mins, but feasible if it's 24h)
The T'zak Ryn offers Naval Combat Solutions for the Quality Conscious Customer
User avatar
Haron
Forum Rambler
 
Posts: 1926
Joined: Tue Mar 29, 2016 10:04 am

Re: Banana Party - legendary

Postby William one eye » Sat Jan 14, 2017 3:32 pm

Captain dungeness wrote:
William one eye wrote:Name: Banana Party
Duration: 2 hour
-3 less per crate during cards effect
Fleets leaving this port arrives in destination port with +3 danger.
Affects any fleet that loads cargo from market in affected port while this card is in affect.
Your duration is astronomical. Do you know how many fleets enter food ports in 2 hours? Even for a legendary card this is excessive. I propose the duration is 20 minutes since you would catch between 30 and 300 fleets in that time.

William one eye wrote:Turn Cost: 24
Since you're affecting every fleet in the whole port it should cost closer to 100 turns. The crafting time does not limit the usage, it's the casting turns that limit how quickly they can be cast by a player.

William one eye wrote:-3 less per crate during cards effect
Is this reduction in price only for trade fleets or can I buy to my warehouse at -3 gold?



Good point on the duration - I will shorten it.

If probably should also take more turns, I will look at that also- however I stand by my argument about crafting time being limiting, however as we don't have any real guidelines for the hut yet, that may or may not be a correct assumption.

you cannot get this price reduction by purchasing to warehouse - only from market - you would get a -4 if you were already using a West India card.

Also think that many people run the same routes, so at the Destination port, ships will fill the plunder board way beyond the normal spaces and many would not ever appear, even if players continued to purchase extra plunder board spaces.

If cards of this sort get approved, I also think it would be good to place a limit on how often they get can be cast.
Image
User avatar
William one eye
 
Posts: 1616
Joined: Wed Apr 20, 2016 2:33 pm

Re: Incite a Riot (Legendary)

Postby Most Lee Harmless » Sat Jan 14, 2017 3:35 pm

Haron wrote:Danik: For a target, is this really any worse than being hit by 2xHN? It should be less bad, actually, since it only affects his ships in one port. And even though the curse can't be removed, a trader can send his fleets to different ports for the duration (pointless if it's 30 mins, but feasible if it's 24h)


It is, for it is the random nature of it with no defence save seeing the warning and reacting accordingly : I can keep a MB and/or CC's in place to deal with HN's : if the attacker wishes to expend cleaners to remove them, well, they are paying for their chance at my purse and thats fair enough : this card is a port-specific super-HN and is thus unavoidable save with a warning period which many will just not see, for few are on 24/7 like us two :)
-1 : Move to archive.
User avatar
Most Lee Harmless
 
Posts: 3970
Joined: Sat Mar 01, 2014 3:48 pm

Re: Incite a Riot (Legendary)

Postby Mugiwara » Sat Jan 14, 2017 3:36 pm

in my opinion there is some pros and cons on this suggestion.

Pros:
More pvp activities
It force traders to use equally different routes to minimize hit effects.

Cons:
Prize too low. if it will be used on tobacco rum or food produce ports or popular tools iron ports . in plunder page you will see litereally hundreds of fleets. which will be disaster for traders. at this point income doesnt match with outcome.
%50 success rate for 3 danger too high.
With this card no need to use hn or foj on anyone. just prepair your raid team stack turns and cast on popular port and even you will be surprised with the income amount.
you can make 100m gold with your team during 1 card active.

It should have high prize less chance(%25/%33) and cooldown for usage. Like 1 usage per month for each port.
User avatar
Mugiwara
 
Posts: 637
Joined: Fri Dec 16, 2016 10:20 am

Re: Incite a Riot (Legendary)

Postby Most Lee Harmless » Sat Jan 14, 2017 3:38 pm

Prehaps we shoudl simplify the whole process, as so many ways currently exist to light up fleets and/or ambush/skirmish them : lets make it so EVERY fleet gets lit on arrival at port and then we can have one or two means to prevent it, rather than 20 ways to do it.
That will promote a lot more PvP action and cement the guiding -philosophy that everyone deserves to get hit and the only reason you wont be is if the other players cant be arsed to do so.
Think about it : if the only way your fleet doesnt get lit is by not moving it, that will deal with the merchant menace once and for all! Wise players will park their fleets, lets the danger bleed away and then wait for some fool to arrive in port, get lit and bam! PvP action!
What could be wrong with that?
Last edited by Most Lee Harmless on Sat Jan 14, 2017 3:51 pm, edited 1 time in total.
-1 : Move to archive.
User avatar
Most Lee Harmless
 
Posts: 3970
Joined: Sat Mar 01, 2014 3:48 pm

Re: Incite a Riot (Legendary)

Postby Grimrock Litless » Sat Jan 14, 2017 3:48 pm

I don't really like chance based things, so currently I will remain neutral.

The damage gain is also too high.
"Got ya."
User avatar
Grimrock Litless
 
Posts: 2591
Joined: Thu Aug 13, 2015 2:50 pm
Location: Under the sea, in a submarine!

Re: Incite a Riot (Legendary)

Postby Haron » Sat Jan 14, 2017 3:54 pm

The clue is in the price, Danik. This card should be much more expensive than removing a mindbar and lighting up a player. I'm thinking 100-300 credits worth of "ingredients", depending on the details.
The T'zak Ryn offers Naval Combat Solutions for the Quality Conscious Customer
User avatar
Haron
Forum Rambler
 
Posts: 1926
Joined: Tue Mar 29, 2016 10:04 am

Re: Incite a Riot (Legendary)

Postby Maha » Sat Jan 14, 2017 3:58 pm

Haron wrote:Danik: For a target, is this really any worse than being hit by 2xHN? It should be less bad, actually, since it only affects his ships in one port. And even though the curse can't be removed, a trader can send his fleets to different ports for the duration (pointless if it's 30 mins, but feasible if it's 24h)

it is when mindbars won't stop the danger gain. the voodoo is aimed at a port , not a person, so a mindbar won't work.
User avatar
Maha
 
Posts: 848
Joined: Mon Aug 08, 2016 10:12 am

Re: Incite a Riot (Legendary)

Postby Most Lee Harmless » Sat Jan 14, 2017 4:00 pm

I'm just thinking laterally : rather than all these complicated and, at times, expensive ways to light up targets, lets just keep everyone lit up all the time : then players can choose the fattest target from all those on offer : most players wont get hit anyway cos there aint enough turns to go round to hit everyone : plenty of room for some interesting tactics, dont you think?
-1 : Move to archive.
User avatar
Most Lee Harmless
 
Posts: 3970
Joined: Sat Mar 01, 2014 3:48 pm

Re: Incite a Riot (Legendary)

Postby Mugiwara » Sat Jan 14, 2017 4:01 pm

it would feel like a carnivale:)
User avatar
Mugiwara
 
Posts: 637
Joined: Fri Dec 16, 2016 10:20 am

PreviousNext

Return to Voodoo Card Suggestions

cron