[Implemented] Version 1.1 Voodoo update - New cards list

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Re: Version 1.1 Voodoo patch update discussion - New cards l

Postby Edward_Teach » Tue Jul 02, 2013 7:37 pm

I think we should halve the turns, have the amount transferred, and amount you lose, of Generosity and just make it a Common
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Fall for anything"
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Re: Version 1.1 Voodoo patch update discussion - New cards l

Postby Shaydo » Tue Jul 02, 2013 7:55 pm

or make a common version thats say 25k or 100k, new players don't really need 500k at the start, after all that's a lot for a new player...


Name: Gift To The Young
Type: Instant - Player
Turn Cost: 5
Abilities: Can only be used on accounts less than 3 weeks old. Piercing 100% (Mindbar and/or countercurse cannot block this curse)
Description:
Choose a player other than yourself.
You lose 100,000 gold coins.
Target player earns 100,000 gold coins.
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Re: Version 1.1 Voodoo patch update discussion - New cards l

Postby Edward_Teach » Tue Jul 02, 2013 8:24 pm

Shaydo wrote:It won't make you a pirate instantly? You have to choose a nation that isn't the target players current nation. i misread it the first time as well.
Only real use i can see for this card is to prevent someone joining a nation their not already part of?

It could be for when the implementation of the King of a nation being able to kick you out of their nation, so they can prevent you from going into their nation again?
"Those who stand for nothing,
Fall for anything"
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Re: Version 1.1 Voodoo patch update discussion - New cards l

Postby Shaydo » Tue Jul 02, 2013 8:26 pm

Would the king removing you from the nation generate you the 75 hostility to achieve this end though, or just remove you from the country with no hostility increase?
If with no hostility increase then agreed, it would be good for stopping people instantly re-joining..
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Re: Version 1.1 Voodoo patch update discussion - New cards l

Postby Juicypotato » Wed Jul 03, 2013 3:46 am

I still think there should be a rare gris gris card called hot dog.

Because everyone like hot dogs rite?
hahahahahahahahaha

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Re: Version 1.1 Voodoo patch update discussion - New cards l

Postby Juicypotato » Wed Jul 03, 2013 4:17 am

Actually i just fixed me a hotdog taco because there was no hotdog buns and it was gross :(
hahahahahahahahaha

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Re: Version 1.1 Voodoo patch update discussion - New cards l

Postby Captain Jack » Wed Jul 03, 2013 1:17 pm

While it can have same usage with buried treasure, it is a different card as Generosity will transfer gold coins, not create them as Buried treasure does.

The reason we want this rare and not common or uncommon is because it has a whole lot more uses, such as aiding a friend when he is in need (ie losing ships due to plunder). It might be underused in newbie helping (will still be used by some) due to the usage I just described.
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Re: Version 1.1 Voodoo patch update discussion - New cards l

Postby Captain dungeness » Fri Jul 05, 2013 6:00 am

Common Cards:
Card#1 and Card#2: When you say "number of Brig you own" do Brigs of War count?

Card#3: is this a flat number like 200 of each resource? Can this be a targetable card? I could see this being cast on a new player buy a guild officer to help the new one get going.

Cards#4,5,6: I would like to know more about how much a port can consume using one of these cards.

Card#10: Is the "generated plunder income" newly-created-gold or does it take an extra 10% from the victim player? Does the 250k gold cap increase if the plundering player uses this card?

Uncommon Cards:
Card#1: You sure don't like large ship counts do you Captain Jack? :P 8-)

Card#2: I think the turn cost is pretty high on this one. I think it should be more like 5 turns since a "Fugitive from Justice" costs 8 turns and it adds INCREDIBLY more danger than this card can.

Rare Cards:
Card#1: I really like this card. I'm assuming it will always make a new fleet and the target ship will be the only ship in the fleet?

Card#8: This card is Absolutely Needed in Pirates Glory in my opinion. There are only 3 cards that you can use to get a player's ships on the plunder screen and only 2 directly affect danger: Fugitive from Justice/Hostile Natives/Favorable Winds. Those 3 cards affect EVERY fleet of the player which means they can do HUGE damage. I believe there is a need for a card that doesn't do huge damage. If I'm doing the nation missions I don't want to destroy a player and make them angry- I would rather hit their fleet 5 times and move on. Also if I want to pirate a little bit of a player's fame and gold without DESTROYING him then I need an Ambush card. The Ambush card lets me do limited damage EXCEPT it is too rare. Since this card does so much less damage than the Fugitive it should be Uncommon. If you want more pirating then this card should be uncommon so pirates and traders can get a chance to ambush.

Card#12 (Generosity): If the gold given is less than 500k then I would be wondering why it's a rare card.

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Re: Version 1.1 Voodoo patch update discussion - New cards l

Postby Captain Jack » Tue Jul 09, 2013 7:08 am

Common Cards

Card #1
-I am using ship names so Brigs only refer to Brigs, not brig of wars.

Card #3
-A flat number will do, not sure of the mount. It will be random though with a set minimum and maximum value. We are open to suggestions.

-For #4,#5,#6 we will take in mind global consumption in a 3-day basis in order to make it balanced and reasonable.

Here are the proposed metrics:
Consumption: 0.1 crates per citizen (average consumption - suggested starting value, feel free to propose something different) per 3 days. We might link this metric with the resource generation rate - early days will show (we will revise all new cards after a month or two after all - if we implement in about a week, we will revise in mid September).

So, let's take an example in Kanoni, which has 13 million people. This means that it can consume 13m * 0.1 = 1.3million crates of each resource.
Here is the course of actions:
Code: Select all
Day Starts, 1.3million of RUM consumption remains.
-Cunning Cpt Dungeness has 100k rum stored in his warehouse and decides to hold a Rum Festival. All his 100k will be consumed and he will receive 2 million gold coins. Kanoni will still be able to consume 1.2m crates more.
-A handful of players hold their own rum festivals, feeding the port in the process. Eventually people end up consuming 1.25m rum crates. The port now still has 13 million citizens.
-Then Cpt Dungeness appears again,rubbing his hands in greedy anticipation as he has now amassed 100k more rum in his warehouse. He holds another Rum Festival. This time, the people will consume 50k crates.


The consumption rate will be directly affected by port population fluctuation. So, if for example I sell 500k crates to a 14 million port and after a while (consumption rate will be recalculated at EVERY cast) the port population drops to 4 millions, the port won't consume more till the resource update, where consumptions will be zeroed (or till port population rises again).

For card #10, Nice question... I don't have an answer yet. Feel free to suggest.


Uncommon
Card #1: :oops:
Card #2: FoJ is an enchantment though and adds danger gradually. This is an instant card. Instant curses need high turn costs to protect huge loss of control in short time.


Rare
Card #1: Yes. I think lefty proposed this one so credit has to go to him.
Card #8: Like Vengeance of the Witch Doctor, this is an instant card. So it is not healthy to compare turns cost to an enchantment card.
Card #12: This card is seemingly giving us a hard time right now. We could agree to an experiment; We can release it with 500k. Then, if we decide it is too few, we can either make it uncommon (like the rest cards of similar nature) or keep it rare and increase the gold it gives (or leave it as it is :P )


I enjoyed your list Cpt Dungeness and your feedback was mostly helpful. If you don't mind, I would like some further feedback for Vengeance of the Witch Doctor and Ambush where we had our disagreements.
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Re: Version 1.1 Voodoo patch update discussion - New cards l

Postby Captain dungeness » Wed Jul 10, 2013 7:55 pm

Iron Golem: I think it should give enough of, what I call, the "little annoying" resources (iron, tools, cotton) to build an OK ship. For a new player they need to figure out what port produces which resource and then collect about 1/4 to 1 howker load of those 3 resources from each related port before building their next ship. I think they should get 100 of the ship-building-resources so that all they just need to figure out is where to get the rest of the wood for their next ship. For new players I would use this common card on them to get them started and keep them from being discouraged and leaving.

Potato Party etc: There should be an indicator somewhere that says how many more crates each population can consume at the next Party/Festival/Gathering. I'm assuming all 3 cards count toward the consume limit- is that right? If I throw a ton of Rum Festivals am I reducing how many Potato Parties that are possible? If I cast a Potato Party etc on a port that has already consumed its limit will I lose the card or will it tell me "The port has already had its fill or Food/Rum/Tobacco" and give my card back?

Regarding Ambush:
Captain Jack wrote:Card #2: FoJ is an enchantment though and adds danger gradually. This is an instant card. Instant curses need high turn costs to protect huge loss of control in short time.

I sincerely disagree with this point. Fugitive adds danger so quickly that I would not consider it gradual at all. In every raid I have seen 2 or 3 Fugitives are cast less than a minute before the hour which means you fleets hit danger rating 2 instantly. If they are on a trade route and reach a port they are available for plunder within minutes. Then 2 to 3 hours later ALL your fleets can be plundered again (probably 15 fleets for a small/medium player or 60 fleets for a large player). ALL for 8 turns per card: 24 if you use all 3 fugitives. Also it's an Uncommon card.
Ambush, on the other hand, will usually be used with Disfavor (I am guessing) so for 8 turns you get to plunder twice. For 24 turns you can cast Disfavor and 2 Ambushes: 4 instant plunders and 2 uncommon +1 common cards used. The fact that they are instant makes it slightly better than an enchantment but I believe it still doesn't get even come close to the incredible power of one uncommon Fugitive card.

Vengeance of the Witch Doctor
I really, really like the idea of this card as a defense against a pirate who has cast a ton of voodoo on you. However I think Vengeance is rather useless because your attacker will already have tons of danger from plundering you or at least planned on taking hits so he has sloops at the end of his fleets. I think instead of giving X danger it should do something else that actually hurts a pirate who is plundering you (or helps you get away from the pirate).
....Maybe it gives you 8 turns per enchantment cast on you by that player?
....OR you could choose one of your fleets and 5 danger is removed from that fleet for each enchantment cast on you by a target player?
....OR for each enchantment on you from target player you can damage 10% on a target ship owned by that player?

Generosity
I think 500k is a good amount but I doubt there would be much sadness if you tweak the number up or down after release.

No matter how you make Ambush work I'm excited to see how it changes the game- I just have a few opinions on how strong it should be :)

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