Mutiny

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Mutiny

Postby Ciel Phantomhive » Mon Jul 21, 2014 4:26 pm

Curse name : Mutiny
Target : Ship
Rarity : Uncommon
Turns : 5-10 + X (extra turns invested)
Effect : Target ship's lose 2X of its CURRENT crew (the ship cannot lose more than 50% of current crew per cast)
Ex. If I target a MoW (300 crew) I cast this with 100 extra turns, the ship will only lose 150 crews (50%*300) despite the extra turns spent. Then I cast again, this time with 75 extra turns (normal circumstances can lose the 150 left). The ship'll only lose 75 of its crews (50%*150) since what counts is the current crew.
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Re: Munity

Postby Stan Rogers » Mon Jul 21, 2014 4:33 pm

I like the concept... not sure however on how strong it should be !
In the original game, crew mutiny was a possibility if you did not have large attribute of hammocks invested.
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Re: Munity

Postby Roileon » Mon Jul 21, 2014 8:09 pm

Nicko wrote:Curse name : Munity
Target : Ship
Rarity : Uncommon
Turns : 5-10 + X (extra turns invested)
Effect : Target ship's lose 2X of its CURRENT crew (the ship cannot lose more than 50% of current crew per cast)
Ex. If I target a MoW (300 crew) I cast this with 100 extra turns, the ship will only lose 150 crews (50%*300) despite the extra turns spent. Then I cast again, this time with 75 extra turns (normal circumstances can lose the 150 left). The ship'll only lose 75 of its crews (50%*150) since what counts is the current crew.

+1
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Re: Munity

Postby Shaydo » Mon Jul 21, 2014 9:45 pm

Would have to have a minimum i think at the least, can not go below 15 crew.
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Re: Munity

Postby Brazzler » Tue Jul 22, 2014 1:36 am

Shaydo wrote:Would have to have a minimum i think at the least, can not go below 15 crew.


I think a minimum of 15 would be a good thing.
If you didn't want your ass shot off, you shouldn't have stuck it out so far.
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Re: Munity

Postby Roileon » Tue Jul 22, 2014 1:41 am

Shaydo wrote:Would have to have a minimum i think at the least, can not go below 15 crew.

But it loses the point :cry:
It would cost a lot of turns to do that anyway :cry:
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Re: Munity

Postby Xanadu » Wed Jul 23, 2014 2:36 am

I do believe that the intent of this curse would be to kill off the crew of a ship to commandeer it. ;)
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Re: Munity

Postby Roileon » Wed Jul 23, 2014 3:34 pm

If the ship is in a fleet then I can't touch it. If the ship isn't in a fleet then I can take it. Commandeer is not based off of the amount of crew but simply if it's in a fleet or not. But it would still take a bunch of turns to bring a crew down that low. The rate at which crew is being lost, at max is only 50% per cast.
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Re: Munity

Postby Stan Rogers » Wed Jul 23, 2014 5:05 pm

A mutiny affecting 50% of crew just before an impending battle would be disastrous and essentially put the fleet out of commission until it restaffed. If seriously considered, it must have a equal chance of failure, like duplicate and sabotage cards.
Even then, considering how it would change battle outcomes, I'm not sure .

If it randomly affected crew of just 1 ship within a fleet, it would still change the battle dynamic considerable.
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Re: Munity

Postby Roileon » Wed Jul 23, 2014 5:47 pm

Okay how about: % Fail chance= 50% + 1.25(hammock level).
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