(Uncommon) Ghost Fleet
Posted: Tue Sep 29, 2020 7:22 pm
Subject: (Uncommon) Ghost Fleet
Description:
Instant - Fleet
Turn Cost: 10 Turns (+ additional turns invested)
Description: Creates a duplicate of any selected fleet owned by the caster.
The card has a base duration of 24 hours. However, with every 10 turns invested 6 more hours will be added until a max 72 Hours is reached.
The ghost fleet provides two different functions if you are a pirate or trader.
PIRATES: If you hoist the Black Flag or possess less than 105 ships you'll be considered as a pirate. The ghost fleet will spawn in a port of your choice and attack a targeted players fleet as instructed.
The amount of battle the fleet can engage in per hour follows the formula: (Amount of Turns Used/10) * 2.
A 72 hour ghost fleet would be able to attack 18 times per hour.
10 turns for the first 24 hours
And 80 turns for the next 48 hours : (90/10)*2= 18
TRADERS: Anyone who is a member of a nation or owns more than 105 ships is considered a trader. Traders can assign the ghost fleet to protect their trade fleets. The ghost fleet will protect any fleet it is assigned to and mimic it's action... carrying resources/gold/immigrants. However, any attack or skirmish against the fleet the ghost fleet has to be defeated first.
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KEYNOTES:
• 105 ship was used with the assumption that a pirate has a full fleet in every port.
• The ghost fleet will be shown in both trade master and spy network reports (exact same ship names, number,fleet name and number) HOWEVER the fleet won't exist.
• Voodoo casted against a fleet under the effect of Ghost Fleet has a 50% chance of failing.
• Ghost Fleet has no crew or gun unless it's in battle, and will disappear immediately after.
• Fleet is automatically repaired every hour/half hour after its creation.
• No battle log is generated publicly (guild or port battles) and PERSONAL logs disappear for both defender and attacker when the curse expires.
• Losses incurred by the ghost fleet don't affect the pirate. Resources transported by ghost fleet don't cost the trader..
• The curse CANNOT be cancelled.
•.......open to suggestions.
Description:
Instant - Fleet
Turn Cost: 10 Turns (+ additional turns invested)
Description: Creates a duplicate of any selected fleet owned by the caster.
The card has a base duration of 24 hours. However, with every 10 turns invested 6 more hours will be added until a max 72 Hours is reached.
The ghost fleet provides two different functions if you are a pirate or trader.
PIRATES: If you hoist the Black Flag or possess less than 105 ships you'll be considered as a pirate. The ghost fleet will spawn in a port of your choice and attack a targeted players fleet as instructed.
The amount of battle the fleet can engage in per hour follows the formula: (Amount of Turns Used/10) * 2.
A 72 hour ghost fleet would be able to attack 18 times per hour.
10 turns for the first 24 hours
And 80 turns for the next 48 hours : (90/10)*2= 18
TRADERS: Anyone who is a member of a nation or owns more than 105 ships is considered a trader. Traders can assign the ghost fleet to protect their trade fleets. The ghost fleet will protect any fleet it is assigned to and mimic it's action... carrying resources/gold/immigrants. However, any attack or skirmish against the fleet the ghost fleet has to be defeated first.
_______________________________________________________________________________
KEYNOTES:
• 105 ship was used with the assumption that a pirate has a full fleet in every port.
• The ghost fleet will be shown in both trade master and spy network reports (exact same ship names, number,fleet name and number) HOWEVER the fleet won't exist.
• Voodoo casted against a fleet under the effect of Ghost Fleet has a 50% chance of failing.
• Ghost Fleet has no crew or gun unless it's in battle, and will disappear immediately after.
• Fleet is automatically repaired every hour/half hour after its creation.
• No battle log is generated publicly (guild or port battles) and PERSONAL logs disappear for both defender and attacker when the curse expires.
• Losses incurred by the ghost fleet don't affect the pirate. Resources transported by ghost fleet don't cost the trader..
• The curse CANNOT be cancelled.
•.......open to suggestions.