Guluere wrote: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.
Will this do it?
Guluere wrote: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.
Haron wrote:I think we should wait with suggesting prices until we have a full set of legendary cards ready. That way, it will be easier to get them balanced. Also, the effect, and thus, value, of some cards will depend on other cards as well. For instance will the value of several "port voodoo" cards depend on whether or not we get a "port purify" card, how (if at all) a port mindbar will work, and so on.
Shadowood wrote:On that note, I do think your recipe is a bit high Captain D. Plus the addition of a Legendary Card in there too.
I understand 3 or 4 large traders could use this to a large advantage. I mean, whats the math on a 100+ fleets on short route, with 5 Favorable Winds stacked and NO Danger Gain. (Haron do the math). I will have to put a little more thought on the recipe but it needs to come down a tad.
Grimrock Litless wrote:Shadowood wrote:On that note, I do think your recipe is a bit high Captain D. Plus the addition of a Legendary Card in there too.
I understand 3 or 4 large traders could use this to a large advantage. I mean, whats the math on a 100+ fleets on short route, with 5 Favorable Winds stacked and NO Danger Gain. (Haron do the math). I will have to put a little more thought on the recipe but it needs to come down a tad.
Large merchants are not the only people that exists in this game.
I like how the original have duration 24 hours and only people with 60+ fleets will make full use.
And later you guys just go and totally forget about others and only focus on making sure its not op for large merchants.