Planned Raid (Legendary)

All approved cards can be found here

Planned Raid Voodoo Suggestion

+ 1
16
73%
- 1
6
27%
 
Total votes : 22

Re: Planned Raid (Legendary)

Postby Captain dungeness » Sat Jan 28, 2017 1:24 am

Haron wrote:Generally, I think the prices of legendary cards should be MUCH higher than what has been suggested. That definitely goes for this card as well.

I'm with you on that Haron, so far the costs seem very low. I would hate to see a card become commonplace. Even worse I would hate to see a legendary card become mandatory to complete a raid. This card is powerful enough to risk being mandatory for every raid if its price is set too low.

-Captain D
User avatar
Captain dungeness
 
Posts: 626
Joined: Mon Feb 28, 2011 3:43 am

Re: Planned Raid (Legendary)

Postby Shadowood » Sun Feb 05, 2017 4:15 pm

I vote YES to this card. Might need to tweak the recipe up a tad. Not much. Ill provide a suggestion soon.
I don't fear death. I look forward to it with great anticipation. For then I will met God face to face and let him know that I stole his Man of War!!!
User avatar
Shadowood
Fantasy Draft Deity
 
Posts: 4080
Joined: Mon Feb 08, 2016 5:40 am

Re: Planned Raid (Legendary)

Postby Captain dungeness » Sun Feb 05, 2017 4:53 pm

I really want to see this suggestion become a reality but the combination of this and Dogs of War make mass-plundering both less expensive and less dangerous. The cost to craft this must be very expensive. Maybe the danger reduction should be -2 instead of -3.

-Captain D
User avatar
Captain dungeness
 
Posts: 626
Joined: Mon Feb 28, 2011 3:43 am

Re: Planned Raid (Legendary)

Postby Haron » Mon Feb 06, 2017 8:27 am

I think this card is a nice idea. As mentioned, the opposite effects already exist. Sure, this will be more powerful, but it is also suggested as a legendary card. And it will hardly be among the most powerful legendary cards. This card will give an advantage to pirates doing mass plunder. Not a HUGE advantage, but big enough to put this among the legendary cards.
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: Planned Raid (Legendary)

Postby Captain dungeness » Thu Feb 16, 2017 7:04 am

This suggestion has gotten a lot of positive feedback but we are still missing some necessary feedback. I have made some tweaks in red which I explain below.
Charles Vane wrote:Name: Planned Raid (rename to Vanishing Mist maybe?)
Effect: Reduce danger gained per attack by -3 -2
Stackable: No (one active at a time)
Cost: 8 + X amount invested Turns (limit 72 turns)
Rarity: Legendary
Target: Fleet Specific
Duration: 1 hour per turn invested

Recipe (negotiable):
1 x Hideout 5 x Hideout
1 x Ambush
3 x Advanced Piracy

Time to craft: 48 hours


Change 1: -2 danger instead of -3: Since danger is the primary combat mechanic for the entire game I believe a 33% reduction in danger gain (4 instead of 6) is an enormous advantage considering the number of plunders has no hard limit. A player with 600 turns can plunder 150 times (or 273! with Dogs of War active). A player could rather easily save 546 danger in a 600-turn raid.

Change 2: Limit of 72 turns: If a player is allowed to invest 400 turns they will get this effect for 16 days! Plundering at -2 danger for 16 days in a HUGE advantage that isn't reflected in this voodoo's cost to craft. Limiting to 3 days is more than enough time to conduct 2 large raids on 1 cast of this card.

Change 3: 5x Hideout instead of 1: I can't decide if this is still too little. The caster can reduce danger by many hundreds with this card, 5 Hideouts is much less than the card's effect.

Addition 1: Time to craft: 48 hours.

What do you think?

-Captain D
User avatar
Captain dungeness
 
Posts: 626
Joined: Mon Feb 28, 2011 3:43 am

Re: Planned Raid (Legendary)

Postby Grimrock Litless » Thu Feb 16, 2017 7:30 am

80 Turns for a 3 day cast, in 3 days.

You can get the turns needed for 108 attacks, on normal.
This saves 216 danger which is 12 attacks, that is quite a lot, since that 5 Hideout can safe 90 danger.

So, this is very very powerful, it would devalue Hideout.

This would become more of a alternative to hideout.

Personally, I think the cost should go up more.
"Got ya."
User avatar
Grimrock Litless
 
Posts: 2591
Joined: Thu Aug 13, 2015 2:50 pm
Location: Under the sea, in a submarine!

Re: Planned Raid (Legendary)

Postby Haron » Thu Feb 16, 2017 9:34 am

I disagree with you, Grimrock. You are right that this has a POTENTIALLY larger value than it's components. Which HAS to be the case, or the card would be pointless, since just attacking and then using a bunch of "Hideout" cards would have been better. This has to be the case for ALL legendary cards: The POTANTIAL value of the card has to exceed the cost to make it. But getting the maximum benefit should not be easy to achieve.

In order to get the full benefit fo this card, one would have to attack massively. So this card is for special situations, and requires that one makes full use of it to get the max benefit from the card. Hideout cards are much "easier to use", and have more situations where it would be useful.
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: Planned Raid (Legendary)

Postby Grimrock Litless » Fri Feb 17, 2017 5:16 am

Haron wrote:I disagree with you, Grimrock. You are right that this has a POTENTIALLY larger value than it's components. Which HAS to be the case, or the card would be pointless, since just attacking and then using a bunch of "Hideout" cards would have been better. This has to be the case for ALL legendary cards: The POTANTIAL value of the card has to exceed the cost to make it. But getting the maximum benefit should not be easy to achieve.

In order to get the full benefit fo this card, one would have to attack massively. So this card is for special situations, and requires that one makes full use of it to get the max benefit from the card. Hideout cards are much "easier to use", and have more situations where it would be useful.


I see where you are going, but the extra worth is almost 2X. Which is quite high, I can understand if its maybe 1.5 X, but 2X is too much. Not to mention the dude could have extra turns, and such, which makes it even more powerful. I know, its part of the so called strategy.

The calculation on this voodoo needs more refining.
"Got ya."
User avatar
Grimrock Litless
 
Posts: 2591
Joined: Thu Aug 13, 2015 2:50 pm
Location: Under the sea, in a submarine!

Re: Planned Raid (Legendary)

Postby Captain dungeness » Sun Feb 19, 2017 5:20 am

Haron wrote:This has to be the case for ALL legendary cards: The POTANTIAL value of the card has to exceed the cost to make it. But getting the maximum benefit should not be easy to achieve.

Well said Haron. I 100% agree with this statement!

I say the danger advantage should be nice and high (2x or more) if that seems excessive then make it slightly harder to use instead of making it weaker.

How about the -2 danger only applies to battles WON. If you lose a battle then you get +2 danger. yeah?

-Captain D
User avatar
Captain dungeness
 
Posts: 626
Joined: Mon Feb 28, 2011 3:43 am

Re: Planned Raid (Legendary)

Postby Grimrock Litless » Sun Feb 19, 2017 6:45 am

Captain dungeness wrote:How about the -2 danger only applies to battles WON. If you lose a battle then you get +2 danger. yeah?

-Captain D


This is used for raiding, +2 danger on lost may seem good at first, but this weakness is too weak. As most time, the attack is a win. This weakness to balance it is useless.
"Got ya."
User avatar
Grimrock Litless
 
Posts: 2591
Joined: Thu Aug 13, 2015 2:50 pm
Location: Under the sea, in a submarine!

PreviousNext

Return to Approved Cards

cron