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Possible New Curse: Careening

PostPosted: Mon Nov 30, 2015 5:44 am
by Red ned
It's time to scrape off the barnacles. Careening ties the target fleet up, locking into the next port of call for 24 hours. During this time no goods can be transferred to or from the ships of the fleet. The fleet is vulnerable to attack.

Re: Possible New Curse: Careening

PostPosted: Mon Nov 30, 2015 5:08 pm
by Most Lee Harmless
Red ned wrote:It's time to scrape off the barnacles. Careening ties the target fleet up, locking into the next port of call for 24 hours. During this time no goods can be transferred to or from the ships of the fleet. The fleet is vulnerable to attack.


I like this idea : barnacles and fouling were the big issue for wooden-hulled ships, costing many knots off their top speed.

I do think 24hrs is a bit too long, however : maybe 12hrs is more apt.

Perhaps this could tie in to the current use of brigs/RFA cards : maybe a boost to any repairs thus reducing the down time?

Re: Possible New Curse: Careening

PostPosted: Mon Nov 30, 2015 8:41 pm
by Red ned
12 Hours sound good. I'll let the games masters figure out the inter-card play to reduce hours.

It's time to scrape off the barnacles. Careening ties the target fleet up, locking into the next port of call for 12 hours. During this time no goods can be transferred to or from the ships of the fleet. The fleet is vulnerable to attack.

Re: Possible New Curse: Careening

PostPosted: Mon Nov 30, 2015 9:28 pm
by Big Brother
Attackable? why not make it like a Fugitive from justice... Lock it, BUT make it GAIN danger points on the hour, say, 3 of them.

Re: Possible New Curse: Careening

PostPosted: Mon Nov 30, 2015 9:52 pm
by Most Lee Harmless
.. yeah, and auto-skirmish it every 5 minutes and its not allowed to fire back!

and pull its hair, tell it that it has cooties and make it cry...


but seriously, can we move on from this tendency to try and make one super-uber-cast that leaves the opponent totally defenseless?

Voodoo should be about choosing the right mix of casts to achieve the end result given that every target has its own almost unique combination of weaknesses and strengths

Re: Possible New Curse: Careening

PostPosted: Mon Nov 30, 2015 9:57 pm
by Roileon
Danik wrote:.. yeah, and auto-skirmish it every 5 minutes and its not allowed to fire back!

and pull its hair, tell it that it has cooties and make it cry...


I think this speaks for how how the card is already too far above the power curve to be feasible in game although I do like the idea. Maybe if it had a fail chance and only stopped the fleet from leaving port or carrying out attacks with 6 hours? And if it were rare

Re: Possible New Curse: Careening

PostPosted: Mon Nov 30, 2015 10:08 pm
by Most Lee Harmless
Aye : forcing a fleet to stop in port for 12hrs is damage enough : with some clever use, it would allow gold-fleets to be targeted to disrupt trade and cause substantial losses in cash-flow; militarily, high-power fleets could be taken out of action to stop them return hitting during a raid; pirates could have their main raiding fleet tied up and lose their plunder income : combined with existing voodoo, then such a card has merits.

Re: Possible New Curse: Careening

PostPosted: Tue Dec 01, 2015 2:28 am
by Red ned
Danik basically is echoing what I was thinking when I proposed the idea. A card that disrupts the flow of trade for a significant period of time but only for a single fleet. As I think about it, in terms of game mechanics, having it both locked into port and vulnerable to attack may be a bit much. Just locking into the port achieves the purpose. If normal danger mechanics apply, it should not be vulnerable to attack unless some one has been doing substantial PC raiding in the first place.

Re: Possible New Curse: Careening

PostPosted: Tue Dec 01, 2015 2:47 am
by Juicypotato
This card is not that powerful. What difference does it make if it stays in the same port? Good Players will find the ships anyways.