Bad Hull (Rare)

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Bad Hull (Rare)

Postby Donald Trump » Wed Dec 14, 2016 12:07 am

Name - Bad Hull
Rarity - Rare
Duration - 24 hours
Stacks - 2
Effect - Target player goes up sink chance tier by 1.


ex:

Tier 1: 1 to 10 Ships: 0% Sink Chance (Ships never lose a level)
Tier 2: 11 to 50 Ships: 5% Sink chance
Tier 3: 51 to 100 Ships: 10% Sink Chance
Tier 4: 101 to 200 Ships: 25% Sink Chance
Tier 5: 201 to 300 Ships: 50% Sink Chance
Tier 6: 301 to 400 Ships: 75% Sink Chance
Tier 7: 401 to 500 Ships: 90% Sink Chance
Tier 8: 501 or more Ships: 100% Sink Chance (Ships always lose a level)


If target player had the sink chance of tier of 50% (201 - 300 ships), he will go up to 75% if one card is cast.

These new sink chances make it quite impossible to plunder, so why not add a voodoo?
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Re: Bad Hull (Rare)

Postby Sebena » Wed Dec 14, 2016 12:12 am

-1 it is too powerfull
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Re: Bad Hull (Rare)

Postby Donald Trump » Wed Dec 14, 2016 12:12 am

Wolfie wrote:-1 it is too powerfull



explain
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Re: Bad Hull (Rare)

Postby Sebena » Wed Dec 14, 2016 12:18 am

let's take tier 5 for example with stacks it would make it 90% chance to lose levels meaning that if this is implemented players will reduce ship numbers meaning less targets to plunder meaning less profit for pirates meaning more complianing and b.... how game is unfair twoards pirates....

You missed to see greater potential in this with these new stats people will want to have more ships meaning more targets meaning higher tier ships used as tail meaning more profit for pirates meaning less complaining and b.... about fairness of the game twoards pirates
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Re: Bad Hull (Rare)

Postby Meliva » Wed Dec 14, 2016 12:24 am

I agree with Wolfie. this is not a voodoo I think would be beneficial to the game. the new sink chances make owning more ships for traders less risky. before 200 was the most you could have without having a 100% sink chance, so many would not go over. now you could go up to 300 and still have only a 50% chance. when traders use more ships and more fleets for trading they earn more, and therefore carry more gold, meaning when lit up pirates and privateers earn more hitting them. for the most part when attacking someone your not trying to sink their ships, your normally hitting them for gold, or in slightly rarer cases to plunder their ships, and if you DO want to sink a tail, there is voodoo for that already.
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Re: Bad Hull (Rare)

Postby Donald Trump » Wed Dec 14, 2016 12:30 am

Voodoo such as levis is expensive, if an idiot goes ahead with a war fleet with one cutter and slams a ton of people, I think it is rightful that idiot can get disfavor cast on him and be slam hit until that tail pops off. :D :D :D

And sorry, people have went over 200+ regardless of the sink chance lol.

I doubt that was ever seen to any merchant as a problem. Just put a level 10 tail on your merchant fleets and 2 tails on your war fleets and you are off to go. Tail prices are cheap so you can repair them easily already.

-----------------

It is a bit odd, players are talking about more targets, though adding this won't change it at all. People have always went over 200 regardless, and that never stopped them. I still have to meet a merchant that stopped at 200 because of the sink chance.
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Re: Bad Hull (Rare)

Postby Sebena » Wed Dec 14, 2016 12:41 am

some did and those are players like CDV who trade and doesn't attack rare players are whom are active in plunder and who went over 200 ships for simple reason they had greater chance to lose battles meaning that they would lose far more than they earned in prior attackings. Now players whom are active in plunder will go over those numbers aswell
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Re: Bad Hull (Rare)

Postby Donald Trump » Wed Dec 14, 2016 12:43 am

Wolfie wrote:some did and those are players like CDV who trade and doesn't attack rare players are whom are active in plunder and who went over 200 ships for simple reason they had greater chance to lose battles meaning that they would lose far more than they earned in prior attackings. Now players whom are active in plunder will go over those numbers aswell



Apparently being number 1 spot in plunder wins mean you rarely attack players. K Wolfie.

And he stopped attacking because trading is more profittable than plundering. But if he can see a ship to Cap, he will take it.
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Re: Bad Hull (Rare)

Postby Shadowood » Wed Dec 14, 2016 12:44 am

DoS wrote:It is a bit odd, players are talking about more targets, though adding this won't change it at all. People have always went over 200 regardless, and that never stopped them. I still have to meet a merchant that stopped at 200 because of the sink chance.


I do agree with Chin on this point. Tail ships are cheap and hence the reason why no one really stops at 200. Heck I am pretty active and have over 300 ships. I lose a lvl every time I hit someone (which is a lot) but i still did it cause tails are cheap.

We need to find a solution to this.

For that reason I give this voodoo a +1. But not stackable
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Re: Bad Hull (Rare)

Postby Sebena » Wed Dec 14, 2016 12:56 am

DoS wrote:
Wolfie wrote:some did and those are players like CDV who trade and doesn't attack rare players are whom are active in plunder and who went over 200 ships for simple reason they had greater chance to lose battles meaning that they would lose far more than they earned in prior attackings. Now players whom are active in plunder will go over those numbers aswell



Apparently being number 1 spot in plunder wins mean you rarely attack players. K Wolfie.

And he stopped attacking because trading is more profittable than plundering. But if he can see a ship to Cap, he will take it.




CDV is here for more than 2 years at least by his ID and you forgot or you were not here when he was switching nations each day and he raised ranks lighting speed attacking players so plunder wins gathered in a pile...
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