Siren's Call - Legendary

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Re: Siren's Call - Legendary

Postby Shadowood » Sat Jan 14, 2017 6:35 pm

And I would hope the person casting would not waste this card knowing that the fleet they are attacking has high danger.

If you are talking about abuse of card and casting on yourself then I would just make it not able to cast on self.
Example: You have a 1 SoW fleet that you raid a bunch of CDV fleets with. Run up 500 danger. You are saying you could cast this on yourself and put it into a new fleet with only 18 dng.

I will revise: you cannot cast on a fleet that has more then 18 dng. This will avoid abuse
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!!!
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Re: Siren's Call - Legendary

Postby Captain dungeness » Sun Feb 05, 2017 12:30 pm

Shadowood wrote:I feel this could be a very powerful card. As ravage only attacks ships not in a fleet. If you came across a big fleet like (1 MoW, 2 SoLT, 2 Cutters) you have a 20% chance to get the MoW or basically 60% chance at MoW or SoLT out of the fleet. You could then cast disfavor and ambush that one ship and plunder gold at a much faster rate. This card is anything but weak.

I agree this card is very powerful and I think the crafting cost should be increased a little more.
2 Confuse, 1 Ravage, 1 Tidal Wave currently costs about 13 credits on the market which is the current cost of 1 Call Leviathan. Of course prices will change dramatically in the future but I'm sure a card this powerful should require more resources to craft. 72 hours of crafting time is significant so I think it just needs 1 Ambush to be added to the recipe.

Haron wrote:I fear for the use of SoLs and MoWs ... you can attack the single SoL directly, dropping the gold to near 0, stealing it, and possibly stealing all the ships (including the cutter) in the original fleet as well.

Now that we have seen Captain Jack's post about level 20 ships I think this card is even more powerful. It's not only the Sotls and Mows that are in danger: a level 20 Frigate will probably cost as much as a level 10 Sotl. If you pull out a level 20 Frigate or Sotl you would get 10 ambushes = 20 disfavor plunders = 5.5M gold stolen from the victim. They better have more than 5.5M gold in their personal treasury or they will lose ships from every fleet with danger. A well timed HN/Fugi raid after this could take a ship from every fleet, maybe 2 if their guild isn't paying attention.

This would help with allowing players to get a chance to steal ships even after 'tails' get upgraded to level 20. I agree there should be a limit of 1 of these cast on a player every 24 hours.

-Captain D
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Re: Siren's Call - Legendary

Postby Captain dungeness » Sun Feb 19, 2017 8:25 am

I think this card just needs 1 Ambush to be added to the recipe.

One possible exploit I see is a player casting this on their own fleet of one ship in which case that ship could leave a fleet with danger over 9000 and get placed in a fleet with 18 danger. Therefore this card needs to be NOT castable on yourself. Also players need to be informed that having their friend cast this on them would be illegal.

What do people think? Should this suggestion be added to the game?
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Re: Siren's Call - Legendary

Postby Shadowood » Sun Feb 19, 2017 8:28 am

Please re-read the first post...

"You cannot cast on a fleet with more then 18 danger" ~ This was put in to avoid abuse.
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!!!
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Re: Siren's Call - Legendary

Postby Captain dungeness » Thu Apr 27, 2017 4:58 am

Shadowood wrote:Name: Siren's Call
Rarity: Legendary
Type: Enchantment - Player
Target: Fleet

Witch Hut Recipe: 2 Confuse, 1 Ravage, 1 Tidal Wave, +1 Ambush (edit)
Crafting time: 72 hours
Crafting cost: 1 million g.c.
Limit of 1 successful cast on target player per 24 hours <--important: please note the limit
Cannot cast on a fleet that has more then 18 danger

Effects: When the Siren's Call, a random ship in target fleet will be removed and put into a new fleet with 18 Danger


Captain Jack has said he wants to encourage players to use larger ships more often. Would this card discourage you from sailing Sotls/MoWs/LgFrigs? I am concerned this gives players the ability to snipe out large ships and plunder them without the protection of their sloop tails. On the other hand, it is limited to only 1 success per 24 hours.

Is this worth being made into a legendary card?
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Re: Siren's Call - Legendary

Postby Shadowood » Thu Apr 27, 2017 5:05 am

If witch hut ever comes... yes. In CJ's own words, he wants cards so rare and powerful they would be considered WMDs.

:)

But hut I think is a ways off. I could be wrong
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Re: Siren's Call - Legendary

Postby Most Lee Harmless » Thu Apr 27, 2017 6:53 am

NO.
-1 : Move to archive.
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Re: Siren's Call - Legendary

Postby Sebena » Thu Apr 27, 2017 7:02 am

Danik wrote:NO.



I agree NO
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Re: Siren's Call - Legendary

Postby Admiral Nelson » Thu Apr 27, 2017 7:04 am

I personally believe this is too powerful... I think though, there is room for improvement make Ship of the Lines + Man of Wars excempt from being cast on with this card. (Like MoW cant be sunk with voodoo)

Yes this is my honest opinion.
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Re: Siren's Call - Legendary

Postby Grimrock Litless » Thu Apr 27, 2017 7:15 am

John Avery wrote:I personally believe this is too powerful... I think though, there is room for improvement make Ship of the Lines + Man of Wars excempt from being cast on with this card. (Like MoW cant be sunk with voodoo)

Yes this is my honest opinion.


I think so too.
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