New patch of voodoo cards

Do you have an idea for a card ? Do you want a tweak on existing voodoo cards? Perhaps you even want one of them removed? This is where you can post your suggestion.

Re: New patch of voodoo cards

Postby Captain Jack » Fri Jun 28, 2013 3:16 pm

-Skillful Merchant needs some more creativity.
-Legendary Merchant deals with what is a very sensitive area of the game right now which is also affected by Bribe card. Even so, the bonus offered, just like in Skillful Merchant lacks creativity. Both ideas would be better offered like a player skill or a building bonus in future game versions, not as voodoo.
-This load delay idea, is doable but okay, not a good idea for a voodoo curse :lol:
-Unsinkable card idea would cancel the whole sink mechanism and would allow players to have tons of ships. We want to limit the number of ships used by each player not to increase it :P
User avatar
Captain Jack
Project Coordinator
 
Posts: 4042
Joined: Tue Feb 08, 2011 1:12 am
Location: Pania

Re: New patch of voodoo cards

Postby Spastic » Sat Jun 29, 2013 6:27 am

Name: Spyglass( i think some one else already used this name......)
Rarity: Uncommon
Turns: 5
Effect: Reveals where the attributes are placed on target ship
I'm a canny one
Scourge of the Seven Seas
Sink anyone's galleon
To murder my enemies
Whether he's been stabbed in a back street
Or a vast sea attack by the Black Flag fleet
User avatar
Spastic
 
Posts: 345
Joined: Wed May 30, 2012 6:54 am

Re: New patch of voodoo cards

Postby Spastic » Sat Jun 29, 2013 6:46 am

Lefty wrote:Name: Foresight (Name probably needs to be changed)
Rarity: Common
Turns: 3-5
Curse Target: Player
Effect: Voodoo cast on the target player is revealed to the caster.
Maybe Clarity is a good name

This card should be immediately approved. Spastic is right.
Another is to think about is

Tomorrow
Common
4 Turns
Player
Reveals all voodoo cast upon target player in the upcoming 24 hours

what about these two
I'm a canny one
Scourge of the Seven Seas
Sink anyone's galleon
To murder my enemies
Whether he's been stabbed in a back street
Or a vast sea attack by the Black Flag fleet
User avatar
Spastic
 
Posts: 345
Joined: Wed May 30, 2012 6:54 am

Re: New patch of voodoo cards

Postby Lefty » Sat Jun 29, 2013 7:01 am

This card is a keeper for sure. Might need a link to show top ten hostile players depending on nation.

Port Blockade
Cost:10
Uncommon
Disallows trade from a ports controlled by a country where the target has greater than 75 hostility toward them. The country must be selected by the caster and if is not applicable the voodoo fails.
(We could add top 10 enemies of each nation to provide the info for this. It still needs some tailoring though).

Another game changer here. I say make it per turn as suggested before. 100 turns removes 100 hostility. Make it 10 turns to even use
Name: Hired Diplomat
Type: Instant
Turn cost: 8 +?
Extra cost: Gold? Fame? Influence?
Remove X (%?) points of his a single nation's Hostility rating from the target Player
Card Quote "Politicians are just Pirates who raid with ink and paper"

Remodel should be 20 turns at least
User avatar
Lefty
 
Posts: 533
Joined: Sat Dec 24, 2011 4:53 pm

Re: New patch of voodoo cards

Postby Spastic » Sat Jun 29, 2013 8:25 am

Wikipedia wrote: French ships typically fired their broadsides on the upward roll of the ship, disabling their opponents but doing little damage to the enemy ships or their crews. This was compounded by the French tendency to fight from the leeward gage, causing the guns to point high as the ships heeled with the wind. British and Dutch ships, by contrast, tended to use the opposite tactic of firing on the downward roll into the enemy hulls, causing a storm of flying splinters that killed and maimed the enemy gun crews. This difference in tactics goes some way to explaining the difference in casualty figures between British and French crews, with French fleets tending to suffer not only more casualties but also a higher proportion of killed than wounded.


I assume that ships fire randomly at the enemy

Name: The French Tactic
Rarity: Common
Turns: 3
Effect: Danger lost from defending against is lowered and lowers damage done


Name: Cannons Down
Rarity: Common
Turns: 8 + x
Effect: Does extra damage relative to how many turns spent. damage capped at + 50% of a regular attack roll.

https://en.wikipedia.org/wiki/Grapeshot

Name: Grapeshot
Rarity: Common
Turns: 5 + x
Effect: Kills Crew relative to the amount of turns spent

http://en.wikipedia.org/wiki/Raking_fire

Name: Raking Fire
Rarity: Common
Turns: 6
Effect: Increase the damage done by shots that hit, decrease accuracy of the salvo

i realise that these are tactics rather than magical things but as the game only has one way of battling this is currently the only way that they could added. On another note a new feature could incorporate these ideas so there is more variety in the game rather than everyone building sols and casting a bunch of master craftsmen on them cause that is boring rather simple and as the login page says this is a game for intellectual people.

i would also like to ask what about tactical risks and out positioned (i think that was what they were called) they're in the same post.
I'm a canny one
Scourge of the Seven Seas
Sink anyone's galleon
To murder my enemies
Whether he's been stabbed in a back street
Or a vast sea attack by the Black Flag fleet
User avatar
Spastic
 
Posts: 345
Joined: Wed May 30, 2012 6:54 am

Re: New patch of voodoo cards

Postby Captain Jack » Sat Jun 29, 2013 4:27 pm

Indeed Spastic, these would fit more for ship attributes. We need to fire up this kind of discussion (ship special attributes). Trying to make battles more interesting with voodoo is not the way to go. We need to continue on tailoring the ships and we already got some great ideas on this. So I would suggest you tailor these ideas to the ship specialization discussion.


-Spyglass would not be yet necessary. Perhaps in the future where a single ship will play a greater role than it does now.

-Foresight, I am not entirely sure of what this suggestion proposes. From what I understand, is that you want an enchantment that you will cast on target player. As long as this enchantment is active, you will get news events on every voodoo cast on target player. Correct?

If this is the case, I have some arguments. First of all, we intend to create a feature, called the "pet feature" or the "parrot feature". It has been mentioned in the past. The overview of the feature is that the player will raise and keep a pet (we will try to avoid complication here) of his choice. Then according to the pet he has chosen, he will get access to some special things. Among the special things you could get, could be the ability to send your pet to spy (if the pet can do it).

What has to be considered primary in this area, is the ability to learn when a voodoo you casted has been dispelled. While this information is already available, it does not create a news event. We can make this happen through a special building. This special building could also allow the functionality of the proposed cards (and have pets do something else).


Blockade is yet another offensive card. Given the rarity of use that Disfavor faces, we are sceptical whether or not we should add similar voodoo to the game. Disfavor is really a great card but I think it is used rarely (let me know if I am mistaken). We would be more open to add some passive cards, used for own good. The reason is that we want the players to spend more voodoo in day-to-day gaming and not just stockpile them for the war case; this is already nicely covered I think.

Our only reservations about Hired Diplomat and any card that affects hostility is that is can damage the functionality of missions that rely on hostility ratings. Perhaps we can add extra ways to get hostility (like 1.)each King or Governor or Duke can select 1 single player target to add hostility every single day or 2.)More hostility per attack or 3.)More hostility for attacks against players - npcs maintained at 10 or 4.) More cards to add hostility). With more ways to get hostility, we will end up with a richer hostility table and hostility manipulation cards will be not only welcomed but will be necessary.
User avatar
Captain Jack
Project Coordinator
 
Posts: 4042
Joined: Tue Feb 08, 2011 1:12 am
Location: Pania

Re: New patch of voodoo cards

Postby Spastic » Sat Jun 29, 2013 8:01 pm

Foresight (ill keep the original names so no one gets confused) shows the caster what enchantments are currently active on the target player at the time of casting and DOES NOT show anything after. It would be used to see if the player has things like bless and drums of war cast. It can also be used to see if hostile voodoo is active on a player so you can steal someone else's raid. If the player that casted the voodoo is offline you can check if their voodoo is still active. TBH i forgot most of the circumstances where i would've wanted too use a card like this but it would've come in handy a few times in this last month and a half.

Tomorrow posted by bored is an expansion on the original idea which does the same thing as foresight but it notifies the caster of new voodoo cast and removed from target player for the next 24h. You can already find out when voodoo has been removed but if your not the caster of that voodoo this would make the information easier to obtain.
The whole pets feature hasnt come out nor will it be coming out soon, foresight and tomorrow can be active in the game until the pets feature come out. The pets feature could also reveal more or other information.

Disfavour is a great card but isnt used much because of the player made rules (plunderscreen = ok voodoo = war) and most players try to show moderation or forget about casting disfavour before they attacked or think the player they are hitting has enough dr for them to achieve their goals but most of the time they dont want to risk getting into a large fight (Since we're talking about dr a voodoo card that tells you how much a fleet has would be nice) As for pirates there isnt enough for them to get more than 1 hit

For the mission the server could take 2 hostility ratings down one that is used for calculating who is on the defeat enemies list and one that is used for everything else. I doubt you will like that "solution" tho....
I'm a canny one
Scourge of the Seven Seas
Sink anyone's galleon
To murder my enemies
Whether he's been stabbed in a back street
Or a vast sea attack by the Black Flag fleet
User avatar
Spastic
 
Posts: 345
Joined: Wed May 30, 2012 6:54 am

Re: New patch of voodoo cards

Postby Black sparrow » Sat Jun 29, 2013 10:27 pm

I support Foresight and Tomorrow (although this name is awful) card ideas. Agreed with Spastic on replacing them afterwards, if a new feature with same functionality comes.
User avatar
Black sparrow
 
Posts: 498
Joined: Sun Feb 13, 2011 2:48 am

Re: New patch of voodoo cards

Postby Lefty » Sat Jun 29, 2013 11:13 pm

We could rename tomorrow.... Its a good card idea. I don't care the name really. Suggestions...
A) Astronomical Planning
B) 24 hours
C) View from Above
User avatar
Lefty
 
Posts: 533
Joined: Sat Dec 24, 2011 4:53 pm

Previous

Return to Voodoo Card Suggestions