(Legendary) Decoy Fleet

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(Legendary) Decoy Fleet

Postby Grimrock Litless » Thu Jan 19, 2017 2:37 pm

20 turns

> It can be cast on your own or other players fleets
> A decoy is generated for EVERY fleet the target owns which has a danger of 3 or more
> The decoys look identical to their real counterpart (even fleet ID and ship ID)
> The decoys gain and lose danger just like ordinary fleets
> A hit on a decoy reports that it is a decoy to the attacker only
> Once a decoy gets danger below 3, it is instantly removed

Cost
2 Ambush
10 Iron golem
100 credit

Craft time
12 hours.
Last edited by Grimrock Litless on Thu Jan 19, 2017 2:47 pm, edited 1 time in total.
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Re: (Legendary) Decoy Fleet

Postby Grimrock Litless » Thu Jan 19, 2017 2:39 pm

Null
Last edited by Grimrock Litless on Sun Jan 29, 2017 1:32 am, edited 1 time in total.
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Re: (Legendary) Decoy Fleet

Postby Grimrock Litless » Thu Jan 19, 2017 2:42 pm

Lets all merchant waste 100 credit on a voodoo that lastes 1 hour.
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Re: (Legendary) Decoy Fleet

Postby Haron » Thu Jan 19, 2017 2:43 pm

Yes, I think it was a very good idea to separate this into a new thread.

I disagree that it is weak, though. And I disagree with the price. Imagine using this once all your fleets get lit up by FFJ, for instance.
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Re: (Legendary) Decoy Fleet

Postby Grimrock Litless » Thu Jan 19, 2017 2:44 pm

Haron wrote:Yes, I think it was a very good idea to separate this into a new thread.

I disagree that it is weak, though. And I disagree with the price. Imagine using this once all your fleets get lit up by FFJ, for instance.


And Imagine how long that one lastes and and how long this would last.
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Re: (Legendary) Decoy Fleet

Postby Haron » Thu Jan 19, 2017 2:45 pm

If lit up by FFJs, a decoy would last either until it is attacked, or a very long time, since it would keep gaining danger every hour.
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Re: (Legendary) Decoy Fleet

Postby Vane » Thu Jan 19, 2017 2:46 pm

I do not think it is weak either and the price needs a major adjustment.
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Re: (Legendary) Decoy Fleet

Postby Grimrock Litless » Thu Jan 19, 2017 2:47 pm

Haron wrote:If lit up by FFJs, a decoy would last either until it is attacked, or a very long time, since it would keep gaining danger every hour.


I didnt realise that, ok.
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Re: (Legendary) Decoy Fleet

Postby Sebena » Thu Jan 19, 2017 2:50 pm

Pirates wheater they consider them one or not will always stay the same every decent suggestion that helps merchants needs to be bashed and destroyed or cost more than raid would cost you... I wonder what will happen when all merchants become pirates or give up the game. Admins can post numbers of incoming players I juat wonder how many stayed and hoe many will stay once they become target of these pirates because they had no chance of defending. I see gloomy future for this game as long as we have players who bash any decent protection suggestion...
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Re: (Legendary) Decoy Fleet

Postby DezNutz » Thu Jan 19, 2017 3:09 pm

I'm going to make the same argument I made in the other. The Decoy Fleet cannot be identical by Fleet & Ship ID. Having an in depth knowledge of databasing, the Fleet and Ship IDs are likely used as what is called a Unique Identifier, and in the instance of this game (assumed and likely) are setup as an auto-increment of +1 (This means the the next ID used is +1 from the previous ID). A Unique Identifier cannot be duplicated within the database, cannot fall outside of the Identifier DataType which is likely int (Integer = no decimals) thus having an UID of xxx.5 is invalid and would not write to the DB.

I am having a hard time seeing how this could function within the database, without some serious revisions to game mechanics. Or if not duplicated, seeing how this could be effective.

To Wolfie, I myself am a Merchant and am all for suggestions that can assist merchants in the defense against attacks, I just don't see this working in the manner it is currently suggested.
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