Hawk wrote:This could potentially be a way for pirates to start their pvp career
"Set witch hut to create one hostile natives per day, at the cost of turns and some gold"
Otherwise you gotta scrape some gold together, convert it to credits, then bid on the voodoo you need. (Also somehow know how to do all that as a newbie).
I would like a few calculated cards that can be crafted. Ones that are critical to play the game and that may get lost as more voodoo cards are introduced. The craft times for a single card could vary from a day to several days, with increasing costs for rarer cards. This would obviously need to not be apart of the hideout building in this case. For other players it could offer a way to acquire some needed cards (Serenity, Mastercraftsman, Charity Donation ect..) using their turns and resources for a valuable card every few days. A long craft time should keep it from being a replacement to the card market (or buying cards which I am sure is a concern). While still being a great boon to players everywhere.
Compare it to the free voodoo present feature, but more complex and useful.
As for legendary Voodoo, I think that should be a different discussion from the Witch Hut. It just makes the discussion more convoluted when you combine the two. Certainly you could have a witch hut with legendary voodoo as a later (possible) addition.
I actually thought Hut should be a separate area, like a Hideout but an independent area. I would like to see it be affordable to create,
and then have varied costs on different areas within, some to help newer players and some for the Legendary voodoo craft hopefuls. Some areas may be inexpensive and only minor buffs, while others like legendary crafting would be very expensive.
I see legendary crafting a bit like goldsmith or banking, some may excel, some may experiment, others will regret their investment, and some may not want to invest at all. Admin seems fairly set on the hut being inside our current hideout, I see that as a barrier that makes it even harder for new players.
I have been suggesting a witch hut that has multiple areas, designed like our current hideout.
A building that has fields, each field could be developed with a room of choice and players could focus on what would help them most.
One room could be crafting legendary
I have suggested the following rooms or areasA voodoo doll collection - a place to organize cards for planned casting
A juju collection - gift bonus buff
Alter - to boost card luck
Other possibilities could be A card vault - limited space to store a small number of cards you wish to protect from magpies.
similar to a marina - you would need a bunch of turns to get cards in or out, basically a fail safe backup of cards
you cannot use until they are removed from the vault with turns.
Per your suggestionEssential minor card craft by some not very efficient way for new players to get cards they really need but cant afford by credits - this only makes sense if they can afford to build the hut in the first place. I was against the idea of crafting existing cards, however your suggestion seems it would be helpful for new players, if it was designed to prevent established players from flooding the market with cards they created.
For legendary crafting I suggested the following rooms or areasKitchen - the legendary crafting area
Pantry - required to store ingredients you need to craft legendary - would be a control to limit crafting - similar to how the size of your hideout warehouse limits building up you hideout. You would need space to hold all ingredients to start crafting a particular card.