(Legendary) Royal Fleet

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The currently proposed cost is:

Crafting cost is too High!
2
25%
Crafting cost is too Low!
0
No votes
Cost is just about right.
6
75%
I don't like this card.
0
No votes
 
Total votes : 8

Re: (Legendary) Royal Fleet

Postby Grimrock Litless » Mon Aug 01, 2016 10:29 am

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?
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Re: (Legendary) Royal Fleet

Postby Captain dungeness » Fri Feb 03, 2017 6:48 am

This suggestion has been approved by the Voodoo Suggestion Team.

We believe the cost of the card needs work.

I propose:
Recipe:
25 treasure fleet EDIT: 7 treasure fleet (based on discussion since this post)
10 pouch of gold EDIT: 2 pouch of gold
3 Forced Labor
3 Military Service
1 Clockmaster (legendary)
2M gold coins
24 hours to craft

60 turns to cast
72 hours duration
Resistance 50Resistance 65 (50% 65% chance to resist Serenity and Purify)

Effect:
All fleets of target player do not gain danger on basic movement. Hostile Natives still works.

I have updated the poll: do you think the cost is too high, too low or about right?

-Captain D
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Re: (Legendary) Royal Fleet

Postby Grimrock Litless » Fri Feb 03, 2017 6:55 am

Spoiler: show
Captain dungeness wrote:This suggestion has been approved by the Voodoo Suggestion Team.

We believe the cost of the card needs work.

I propose:
Recipe:
25 treasure fleet
10 pouch of gold
5 Forced Labor
5 Military Service
1 Clockmaster (legendary)
2M gold coins
24 hours to craft

60 turns to cast
72 hours duration
Resistance 50 (50% chance to resist Serenity and Purify)

Effect:
All fleets of target player do not gain danger on basic movement. Hostile Natives still works.

I have updated the poll: do you think the cost is too high, too low or about right?

-Captain D


Gotta be honest here, I really think its too high. 10 Pouch of gold? 2Mill? 60 Turns to cast? The resistance is also too low for such an expensive voodoo.

And I think the resistance % should follow that of the cost. The higher the cost the higher the resistance.
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Re: (Legendary) Royal Fleet

Postby Haron » Fri Feb 03, 2017 6:59 am

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.
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Re: (Legendary) Royal Fleet

Postby Shadowood » Fri Feb 03, 2017 7:12 am

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.


If we have cards that are in the "approved" pile, its not a bad idea to start talking about some costs. CJ needs some voodoo cards in the next few weeks if the HUT is to come out.

Of course our approval will need his approval too, but still not a bad idea to get some of these out and talking about them.
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Re: (Legendary) Royal Fleet

Postby Shadowood » Fri Feb 03, 2017 7:18 am

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.
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Re: (Legendary) Royal Fleet

Postby Grimrock Litless » Fri Feb 03, 2017 7:20 am

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.
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Re: (Legendary) Royal Fleet

Postby Shadowood » Fri Feb 03, 2017 7:36 am

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.


Not the case at all Grim. We need to consider the COST to make the cards so it is fair for all. If you re-read what I wrote you would see that. I was pointing out that, Yes, 3 or 4 large traders will benefit more then others, but we can't set the cost just based off of those 3 or 4.
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Re: (Legendary) Royal Fleet

Postby Captain dungeness » Sun Feb 05, 2017 4:12 pm

I have edited the crafting cost again.

A 4xLM+cutter fleet at max speed can make Goroum - Hannes in 27 minutes. That's about 25 round-trips per day carrying 510 cargo each trip. Each fleet can transport 25.5k party goods per day at an average profit of 13.1 gold per crate (bonuses included). Each fleet would have an incredible daily profit of 334k as opposed to good party routes which can manage 150k! Good normal trade routes are left in the dust at about 75k daily profit.

A 100 fleet player speed-trading Goroum-Hannes with Royal Fleet could make over 33M daily. With a Mindbar and plenty of Countercurses a large trader could make 100M gold in 3 days while taking a VERY large risk of getting plundered.
That assumes level 5LMs which not many traders sail. If the 100 fleet player sails level 1 LMs they would reach about 27M daily profit instead of 33M.

When talking about crafting cost take into consideration the enormous risk this strategy requires. No player in their right mind would sail at maximum speed without maximum defenses.

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Re: (Legendary) Royal Fleet

Postby Shadowood » Sun Feb 05, 2017 4:21 pm

I vote YES to this card, but need to finalize the recipe. I think CD is close with his suggestion. This will be considered an upper tier card in my mind and should be fairly expensive to make and long to craft.
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