Legendary Super-cards

Do you have an idea for a card ? Do you want a tweak on existing voodoo cards? Perhaps you even want one of them removed? This is where you can post your suggestion.

What do you think about Legendary versions of existing cards?

Yes, They are a good idea if done right.
10
42%
No, They are not worth adding because the same feature already exists.
8
33%
There are 1 or 2 of these that I like, the rest are no good.
6
25%
 
Total votes : 24

Re: Legendary Super-cards

Postby Shadowood » Fri Feb 03, 2017 5:26 am

Captain dungeness wrote:
Shadowood wrote:My personal belief on the matter is that Legendary cards are going to be expensive to craft and should ALL come with some type of "protection".

+1 if you change "ALL" to "MOST"

I think Haron is right that not all of the legendary cards should be immune. Maybe we could make a new ability:
Resistant 65: 65% chance to resist Serenity and Purify
This way the level of resistance can be tweaked in small increments if a card is becoming overpowered.

John Avery, you said you don't need a legendary Fugi card. Wouldn't it kick a raid into double-time because you could plunder every hour instead of every other hour? If your target is already moving you can currently plunder right on the hour but the next hour you will be waiting for the danger to build up.

-Captain D

I like the idea of adding a "resistance" factor to each suggestion for Legendary cards
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Re: Legendary Super-cards

Postby Mugiwara » Fri Feb 03, 2017 11:20 am

legendary counter curse and legendary enchantment card.

Legendary countercurse:
Counters the next 3 chosen curses casted on you total of 3 counter(you can decide to counter 3 foj or 1 hn 1 foj 1 ambush its up to your personal preferences). you can decide which voodoos should countered.

Also when this voodoo active %10 chance it will counter every voodoo casted on you until it expires(or fully counter 3 chosen curse)

Possible uses: if you want to have %10 counter chance for fully duration of voodoo. you can chose to counter unpopular voodoos. this way you can have %10 counter chance for full durations. or you can personally choose to block 3 foj, ambush, levi casted on you its all up to your preferances.

legendary enchantment:
when the enchantment active. it will give 2x power and %10 piercing chance to next casted voodoo.

Possible uses: ifyou will decide to cast foj it will give 2 danger instead of 1 on first cast when this enchantment active on you. or 16 damage per hour for swarm of sorrows,36 danger addition for first ambush. 2 level decrease for levis. or 2 att addition for master craftsmanship you can expand the possibilities. due to your game play and preferences.

i guess this two voodoos will counter themselves. better protection and better offensive choices. And also they will add more counterplay.

Possible restrictions:
1 usage per 24 hours
Cant enchant mindbar and some of the other voodoos(i will add more when i have time)
You cant choose to counter port targeted voodoos(or you can:) it will add more gameplay)
enchanted voodoos cant be purified.

When i will have more time i can give more details about them but for now i would like to hear your opinions .


Sincerely Mugiwara...
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Re: Legendary Super-cards

Postby Captain dungeness » Sun Feb 19, 2017 8:55 am

It looks like some of these ideas have gotten some +1s
Captain dungeness wrote:Legendary Mindbar: "Chaos Shield" Exactly like a normal mindbar. Incredibly strong because it could be cast on top of a Mindbar to multiply defensive protection.
Legendary Purify or Serenity: "Holy Purify": able to remove a random legendary spell (Serenity/Purify cannot) or normal spell if no legendary spell exists on target. 75% Piercing when removing a non-legendary spell.
Legendary Magpie: "Cult of Theives": Choose which card(s) to steal OR "Great balls of Fire": destroy multiple cards at once.
Legendary Treasure Fleet: "Royal Fleet": Targets all fleets of a player. Crafting requires many many gold bars.
Legendary Advanced Piracy: Exactly like 5x Adv. Piracy OR "Extra Loot": 2x plunder gold
Legendary Favorable Winds: "Rule the Skies": can choose either +20% or -20% travel speed for target player's fleets. Lasts 1 week. Can be used in addition to FW or CTS.
Legendary countercurse: Counters the next 3 curses cast on you (caster chooses up to 3 different curses which this card will counter 100%). While active it has a 10% chance to counter any voodoo cast on you that is not one of the 3 chosen. If countered this way the legendary countercurse is not used up.

I believe all these suggestions are much more than just duplicates of existing cards because they will be used in different ways:

Legendary Mindbar: can be used on top of a mindbar to provide much more defense than is currently possible in PG
Legendary Serenity: We need to hear from Captain Jack on how Purify/Serenity works with Legendary cards.
Legendary Magpie: allows for choosing which card to steal. Now a player can target a specific resource of their enemy.
Legendary Advanced Piracy: increases the loot gained per plunder beyond what is currently possible. This allows for more chances to steal ships.
Legendary Fav Winds: Since this effects fleets in addition to Fav Winds it would allow players to reach longer trade routes than are currently possible.
Legendary Countercurse: Very different from the normal countercurse because it absorbs more casts and the player can choose which voodoo to defend against. Currently there is no defensive voodoo which can choose which attacks to repel.

Which of these are worthy of adding to the game and which are not worth a legendary card slot?

-Captain D
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Re: Legendary Super-cards

Postby DezNutz » Sun Feb 19, 2017 2:55 pm

Legendary Undercover:Blinded
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Re: Legendary Super-cards

Postby Grimrock Litless » Fri Mar 24, 2017 11:59 am

Bump
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Re: Legendary Super-cards

Postby Vane » Fri Mar 24, 2017 1:42 pm

I'd like to say again, for the record..

Voodoo is abundant right now and already powerful enough. The majority of players avoid using strong ships or lots of them in fear of what voodoo can bring. This is enough to show me we don't need anymore at this time.

What we "need" is more ship battles, action, fighting, and strategy behind it all. We "need" ways to improve ships to gain advantages over our enemies. We also "need" more reasons to fight!

"Without reason there will be none!"



All that to say, I was so glad voodoo suggestions had dropped away for a time.. hopefully it happens again until we actually need more curses.
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Re: Legendary Super-cards

Postby DezNutz » Fri Mar 24, 2017 1:55 pm

Charles Vane wrote:I'd like to say again, for the record..

Voodoo is abundant right now and already powerful enough. The majority of players avoid using strong ships or lots of them in fear of what voodoo can bring. This is enough to show me we don't need anymore at this time.

What we "need" is more ship battles, action, fighting, and strategy behind it all. We "need" ways to improve ships to gain advantages over our enemies. We also "need" more reasons to fight!

"Without reason there will be none!"



All that to say, I was so glad voodoo suggestions had dropped away for a time.. hopefully it happens again until we actually need more curses.


I have to agree. Even though I have submitted several voodoo suggestions, I don't think we need any new voodoo or voodoo effects at this time.
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Re: Legendary Super-cards

Postby Grimrock Litless » Fri Mar 24, 2017 2:14 pm

Charles Vane wrote:What we "need" is more ship battles, action, fighting, and strategy behind it all. We "need" ways to improve ships to gain advantages over our enemies. We also "need" more reasons to fight!


I said before that to do that, the easiest solution is to get rid of most of the voodoo, and make the voodoo that is gone into a action that you can do with fleet, but, they say that is unfair since most people have tons of voodoo and if that happened all of their hard work would be gone and also that this will be a lot of work just to raid and stuff. Action like Terrorize, Bribe, Propaganda, Conspiracy. Can all be remade into actions using fleet, gold, credits etc, etc.

Code: Select all
Terrorize with fleet : Using a fleet the duration of the terrorize depends on the type of ships in the fleet. To terrorize a player on a port, select fleet using to terrorize, select player to terrorize, and bam. Using fleets to terrorize and not voodoo.

Killing population with fleet : Attack a port, the amount of population killed is, crew in fleet * cannon in fleet * 10, etc etc. Gain 18 Danger per attack. Use 8 Turns per attack.

Propaganda with gold : You use Amount of gold = To 10% of the target's influence in the target port to remove 5% of his influence in the target port.(This means to get rid of someone with high influence you need a lot of money but less with low influence ppl.)

Charity with gold : You use Amount of gold = To 25% of the target's influence in the target port to gain 10% of his influence in the target port.(This means the higher your influence the more money you need but less with low influence ppl.)

Growing of population should be natural like, making babies and stuff. Or that random people would join a port(Generated by game npc) based on how low the population of the port(The lower the more).


That is like very realistic version of PG, but that's not how anyone wants it.
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Re: Legendary Super-cards

Postby Stan Rogers » Fri Mar 24, 2017 5:36 pm

For the record, I am also in concurrence with Vane's comments.
More ship abilities and diversification of ships.
Maybe a new battle engine that can allow more emphasis towards fleet battles and less predictable outcomes of battle.
I mentioned wind speed and direction one time to add some variables but I think it is outside the abilities of the current battle engine.
Not to say the effort put into the committee for voodoo suggestions is wasted.
It is needed and appreciated but as Vane says, there is lots of voodoo currently where one can fight solely a voodoo war and to me, that is not in alignment with the game essence.

When I have ships that I do not worry about if they get lit up, then its time to think about new voodoo cards
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Re: Legendary Super-cards

Postby Maha » Fri Mar 24, 2017 5:51 pm

i agree with mr. Vane.

i do see room for a card like legendary cc, but when the choice is all or nothing, i vote for nothing new.
other game elements should be developed first (port, nation blockades etc) and from that there may arise the need for a new set of voodoo.
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