Word of mouth

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Word of mouth

Postby Synzon » Wed May 14, 2014 1:58 am

Rare
15-18+X turns
Port, player

Transfer a portion of your influence in a port, and move it to a different port at a 70% (this is up for discussion) rate. Amount of influence transferred is proportional to the amount of additional turns invested.
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Re: Word of mouth

Postby Sir Henry Morgan » Wed May 14, 2014 2:47 am

I like the idea - this is also your influence in one port transferred to your influence in another port, if I understand it right. For some reason I like 50% transfer, but I don't see anything wrong with 70% either.
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Re: Word of mouth

Postby Captain Jack » Wed May 14, 2014 5:35 am

This will make influence solely a card business while it must act as a gold sinker mainly.

Players will be able to create a 2 bill account in one port and then keep moving influence elsewhere solely using this card and charity donation. Gold investment will become obsolete.

Also,I believe that the influence system is one of the most balanced systems in the game. Therefore why risk this balance with more influence cards? I would personally prefer some population control cards instead, like

-REVOLUTION (target port population skips tax payment next turn)

or

-FAMINE (target port population consumes food from national warehouse -at a rate of 0.1 crates per citizen, national warehouse will be added in the future and they will be controlled by the treasury of the nation with added functionalities like this one- If there is not enough food, 10% of the non consuming citizens perish).

Or some indirect port control options like:

-Anarchy (target port becomes a Pirate Haven in next update-this should be a special mission for pirates though, just a mention)

-State of Independence
Target port controller pays 0.01 Gold Coins per citizen. Target port's controller most Influential player loses X influence, where X is the amount of unpaid citizens/200

-Boycott
Affect the 10% profit somehow
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Re: Word of mouth

Postby Sir Henry Morgan » Wed May 14, 2014 1:12 pm

That makes sense for the game - besides, influence is the purchase of loyalty from port locals, leaders, etc. To be able to move them doesn't seem logical. They are simply selling to the highest bidder(s).

It does work well as a gold burner.....
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Re: Word of mouth

Postby Edward_Teach » Wed May 14, 2014 3:44 pm

I do agree Jack, that there should be more population affecting cards. But you should be able to decrease population somehow without cards also. At that time, nation missions that require you to decrease the population are very narrow in choices (and by very narrow I mean you only have one choice) which logically isn't correct. Maybe you guys could make it so that when you battle NPC's the crew on board each ship counts as Citizens of the port you are in. So if you defeat a Pirate hunter with 5 sotl's your kill 1250 of that ports population (see what I mean?)
"Those who stand for nothing,
Fall for anything"
-Alexander Hamilton
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Re: Word of mouth

Postby Roileon » Wed May 14, 2014 10:55 pm

I strongly agree with everything Captain Jack said.
"Dead Mod tell no tales"

Afk, looking for that palm tree island beach of Legends.
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Re: Word of mouth

Postby Black sparrow » Fri May 16, 2014 7:55 am

I agree with Cpt Jack as well. I like the pop cards too although they might need to be less powerful. Treasuries must not be forced solely into a battle of influence. Having 750milliobs in Gasp is however ridiculous so these cards should come soon.

There should also be cards that will prevent overpopulation of one nation or perhaps weapons to fight against this. Back in the day, countries allied all against the strongest nation. Something like this.
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Re: Word of mouth

Postby Synzon » Fri May 16, 2014 10:13 pm

We could have a feature which reduces a player's influence faster every update the more ports a country has.
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Re: Word of mouth

Postby Lefty » Fri May 16, 2014 11:06 pm

Black sparrow wrote: Having 750milliobs in Gasp is however ridiculous so these cards should come soon.

It is just my magnetic personality and milkshake that brings all the girls to the yard in Gasp.

Synzon's suggestion is an excellent one. I like the idea of raising the amount of influence lost based on the number of ports a country rules. For example: The normal loss is one percent, add a half a percent for every other port a nation controls would be fair . I think it is definitely needed in the game right now.
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Re: Word of mouth

Postby Sir Henry Morgan » Sat May 17, 2014 3:24 am

Black sparrow wrote:
. Back in the day, countries allied all against the strongest nation. Something like this.


As one would assume, I along many of my countrymen (and women) are not keen on this idea. The idea of an influence drain increasing with the number of ports held puts the function of what other countries should do into the hands of the game's mechanism.

Our county's massive influence is the power of the team in the players flying our flag. There are 15 to 25 active citizens, most of noble rank, who have focused on what is needed to build a nation as a team as many have worked as a team to build guilds. It has been a common strategy since the idea of nations controls were simply that - ideas - that Barbados has been building.

We have spent gold and time to do so, and we know the day is coming we will be challenged - and we will decline. The method and strategies to do so are there when others decide to use them. Yet, more player mechanisms are definitely needed to shake things up.

The game is still evolving and growing, and new features will change the balance, and the landscape will change. We have seen it with the role of pirates and traders, and now, the nations are are taking a role similar to guilds as the nations feature comes into its own.

There are other issues that need addressed, such as population control, revolutions, random events that will put more uncertainty in port control, creating more opportunities to challenge for control of a port. They will come - and like with many of the features we have seen, it will be a whole new game plan!
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