Ships/Cards Revision

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Re: Ships/Cards Revision

Postby Dejanira » Fri Feb 01, 2019 2:36 pm

About Voodoo.

Captain Jack wrote:
Dejanira wrote:
Captain Jack wrote:Why phase voodoo out of the game?

Oh no, no. Just not increasing the cards number. 90 is a good total.
Adding new cards may be done by substituting old ones or by changing the effect (this happened for Fertile Land for instance).


Why not increase the number? Do you have a specific argument or a general feeling? I think that the more the card numbers, the better for the game strategy. At all cases, I would be interested in this discussion.

It is off topic though so perhaps it would be better to post your reply here: Ships/Card Revision

To help your reply there, quote me.


Because
:arrow: I see Pirates Glory as a merchant managing game. Voodoo is nice but I'd prefer to let the focus of the game to be about trading and sailing.
I think you know Puerto Rico, the boardgame (2002, by Andreas Seyfarth). Is PG more similar to Puerto Rico than a deckbuilding game? I'd like so.
:arrow: Voodoo and fleets are both important in Pirates Glory but it is a fact that a player with fleets and no voodoo would have a very much lesser impact than a player with no fleets but a lot of cards.
:arrow: Voodoo are too much similar to Magic The Gathering (1993, by Richard Garfield). I'm not merely talking about graphics, it's the collecting that I don't like.
And mechanics do influence gameplay.

I'm not talking about phasing Voodoo out the game, I'm in favor of not letting Voodoo casting be prevalent over nautical aspects of this game.
:PP
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Are you a new player? Contact me in game and I'll cast a helping voodoo. Consider this like a sort of "tutorial mission".
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Re: Ships/Cards Revision

Postby The Lamb » Sat Sep 14, 2019 1:22 am

Hey CJ, thanks for refering me to this thread, i do remember it. If "Hostile Natives is in essence a round of attacks", why worry about it being time based at all. Why not make it instant, and ships will remain on plunder board for 24hrs unless taken off by attack.?

That would allow for one round of attacks on all ships without the fear of loosing all your ships because someone cast 4 credits worth of voodoo and your at Disney with the kids for the day :)
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Re: Ships/Cards Revision

Postby PFH » Sat Sep 14, 2019 3:09 am

Flood needs to hit fishing fleets too
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Re: Ships/Cards Revision

Postby Psychodad » Sat Sep 14, 2019 4:17 am

If you got rid of voodoo, provided a means for building ships with permanent bonuses, so that the game was about maritime warfare, trading/fishing and resource management and less about amassing cards to overwhelm an opponent with no risk of retribution it would be a better game.

Or if you need the funds generated by credit purchases, make this a subscription based game. You can play for free but to field upper end ships, own hideouts etc you have to be a paid member.

14000+ registered players, probably only 500 actually active, but those 500 paying 5 bucks a month is probably better than the feast / famine nature of players getting frustrated and periodically purchasing voodoo.
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Re: Ships/Cards Revision

Postby Mack » Tue Sep 17, 2019 5:35 pm

not the answer i would quit for sure. i play no game that i am obligated to keep on paying for.
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Re: Ships/Cards Revision

Postby Rnnrman » Sun Sep 22, 2019 5:00 am

decrease goldsmith entry level costs and increase goldbars on market....would be great for new guys like me and the old guys are positioned to feed on us anyway, so though it is unfair to them i bet they get over it
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Re: Ships/Cards Revision

Postby DezNutz » Sun Sep 22, 2019 3:55 pm

Rnnrman wrote:decrease goldsmith entry level costs and increase goldbars on market....would be great for new guys like me and the old guys are positioned to feed on us anyway, so though it is unfair to them i bet they get over it


So easy for me, but everyone that came before should get over it, because I don't want to put the same effort they have put in?
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Re: Ships/Cards Revision

Postby Stan Rogers » Sun Sep 22, 2019 4:14 pm

Putting a cap on the size of one's voodoo chest would really shake up voodoo usage but do little for game income for the dev's. It would also shake up the price/card for some highly sought voodoo in the trade market.

If it would help equalize the use of voodoo/ ship conflicts though, I can't answer or even guess the effects of game play
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Re: Ships/Cards Revision

Postby PFH » Sun Sep 22, 2019 4:15 pm

Magpie would be more useful however
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Re: Ships/Cards Revision

Postby DezNutz » Sun Sep 22, 2019 4:20 pm

I think a cap would hinder the chances of receiving certain cards.

Rare cards would become rarer. Gifts would be all but Common voodoo.
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