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 Haron » Fri Mar 24, 2017 8:02 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.


We most certainly need reasons to fight! I wholeheartedly agree with that. Laying low and trading is today by far the most lucrative way to play. Sure, one can make a little gold from skirmishes, but peaceful trade is far more lucrative. Also, should one ever need to fight for some reason, the transition from trader to fighter is a relatively fast and easy one.

And there is very little to gain by fighting. It is occasionally possible to make some profit stealing ships or plundering, but that's nothing compared to income from trade. And that's not even taking the risk into account.
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Re: Legendary Super-cards

Postby Shadowood » Fri Mar 24, 2017 8:06 pm

Risk? :D
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Re: Legendary Super-cards

Postby Prostor » Fri Mar 31, 2017 7:23 am

Suggestions ( EDITED)

Moderator Edit: Captain Dungeness
Thanks for your suggestions but this post is off-topic. If you have full voodoo card suggestions, please post them each as a new forum topic in the format shown in the sticky. This forum topic is focused on the "Super Cards" suggestions.


Spoiler: show
Tsunami- Select a port. The Market of the Port has 25% l)ess supply ( there's a chance to be 30% less). It also decreases the port population by 4%. time -once use. turns required = 100

Voodoo Witch - Same like Voodoo Storm, instead it attacks the one who casts the voodoo, choose any target. the ships in all fleet of the target will receive X damage, where X = active enchantments of you.time - once use. turns required = 10

Neutrality( ULTIMATE VOODOO)- No player attacks can be made against you, however if you attack a player fleet on plunder list or on skirmish, you can be attacked. this does not goes with NPC. time = 24 hrs. turns required = 70

Guerilla - Select a fleet of your ship. The fleet becomes 5 % faster, has more 5% defence and 5% attack. It also increases the morale of the troops 5% more. time = 24 hrs. turns required = 12

Time reversal - Like time Spiral but instead , you gain 7- 10 turns. Chance of gaining 20 turns too. time = one use. turns required= 6

Nautilus - Destroys 1 ship of a fleet. 2 ships in case of howker, cutter, and sloop. turns required= 50. DOES NOT DESTROY MAN o WAR, SOTL, large Frigate,Frigate and other ships above brigantine and brigantine itself

The above all are defensive and offensive voodoos

As For Trade Voodoos, I have some Ideas, but I couldnot think of the name.Here are only a few of them

Stocks crash - Decreases the profit of the target by 5%.turns = 20. time = 20 hrs

Stocks Rising - Opposite of Stock Crash, however, this card cannot be used on self. turns = 20, time = 20 hrs

Drought - Target Port eats all your food for the same price as potato party( 15 gg), and also drinks all the rum for the same price for rum festival(20gg). Amount - all in warehouse. condition - the port should not sell rum and food.turns = turns required for rum festival + turns required for potato party.

Partners- Select a nation, 2%more profit on every port of that nation, cannot use it twice on the same nation in a row. Turns = 20, time = 72 hrs
Thanks Meliva, for your suggestions in the below post
Last edited by Prostor on Sat Apr 01, 2017 10:34 am, edited 3 times in total.
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Re: Legendary Super-cards

Postby Meliva » Fri Mar 31, 2017 8:29 am

Moderator Edit: Captain Dungeness
Thanks for your feedback but this post is off-topic. This forum topic is focused on the "Super Cards" suggestions.

Spoiler: show
Traitor-WAY too OP in my opinion, especially since it specifically targets a captain, use one of these and invest 300 turns and you just killed 50 captains, this would more or less make going past 200 captains foolish considering the investment loss if you get hit with this.

Detective- kinda pointless, since why would I not fully use the traitor by investing max turns? sure destroying a ship is nice, but killing off captains is far more damaging.

Tsunami- WAY too OP, decreasing population by 50%? that is far too much, though I suppose if a counter is made then it may be worth discussing.

Voodoo witch- this one Is fine in my opinion.

Neutrality- not really a fan of things that grant immunity, so I am against this one.

Guerilla- no complaints on this one.

Time reversal- this is essentially a better version of death poker. gonna have to go with -1 on this one.

Mentally Unstable- too strong, and also MOW should only be sinkable by battle.

Nautilus-again too strong,

Good job suggesting these ideas, a couple look pretty good to me, and a few others I am sure could be worked into something. I suggest if you are serious about these voodoo, that you create a separate thread and go into more detail on each of them.
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Re: Legendary Super-cards

Postby Captain dungeness » Thu Apr 27, 2017 5:01 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? Please list which ones you approve/disapprove. If you have new suggestions for Super Cards, please post a new forum topic for your suggestion.
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Re: Legendary Super-cards

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

Disprove all.
-1 : Move to archive.
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Re: Legendary Super-cards

Postby Sebena » Thu Apr 27, 2017 7:03 am

Danik wrote:Disprove all.


Agreed
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Re: Legendary Super-cards

Postby Captain dungeness » Thu Apr 27, 2017 2:16 pm

Danik and Wolfie, you posted in 4 forums with "No" but you have given no explanation or value to the conversation. Do you have any reason for your opposition? Are you against the voodoo hut feature in general or do you specifically disapprove of the suggested voodoo?
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Re: Legendary Super-cards

Postby Most Lee Harmless » Thu Apr 27, 2017 2:42 pm

I've stated my opposition to these individual suggestions in the original threads together with my reasons : I have stated my opposition generally to these super-cards and my reasons in other threads also : that is part of my issue with them : feeling overwhelmed by the constant flow of 'suggestions' and spending time re-writing the same basic objections to them. Most lack clarity : are ill-considered, ill-presented and incomplete : it does seem to be the case that some proposers have a great name for a card, slap it in a proposal then feel others will flesh it out, iron out the wrinkles, and thus make it work. I'm tired of feeling that I need to argue my opposition to the nth degree because not agreeing with these proposals is inherently negative and must be justified, I resent the notion that because I dont like the proposal, I must fix it to make it work : particularly annoying when so many proposers dont feel an equivalent need to present their own case to the same level of profundity : put simply, none of the arguments for them has convinced me of the need for them : thus 'No'.

I dont need a super-card that can do what 10 leviathans can do : guess what? Why not use 10 leviathans and save the bother of huts and recipes? Current voodoo can do an awful lot : let folk learn to use that first before we mess about thinking up cards to do the same things but with a nicer name. When a truly original suggestion shows up, well presented and with a cogent reason for existence, I'll say 'Yes'.
-1 : Move to archive.
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Re: Legendary Super-cards

Postby Sebena » Thu Apr 27, 2017 2:53 pm

Captain dungeness wrote:Danik and Wolfie, you posted in 4 forums with "No" but you have given no explanation or value to the conversation. Do you have any reason for your opposition? Are you against the voodoo hut feature in general or do you specifically disapprove of the suggested voodoo?



I am in general aggains these super cards because even now this is voodoo glory and not pirates glory. Whitch hut if implemented should be another source of our regular voodoo not some legendary super cards. This feautre should encourage and keep new players around with all suggestions I saw till now I can drive away any new player from the game if they cast 1 thing on me.

This entire project of whitch hut is game killer instead of enhancer.

If I discard this all I believe that if it is to be implemented it should be last thing after ship specialization, nation diplomacy and other things like that. I believe maha said same thing before me.

If we rush with this I see many many players giving up the game and going semi active like Kart. Kart is around only because of social aspect of the game. He said himself before quitting that he feels like this game now relays too much on voodoi and I agree with him.
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