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(Rare) Voodoo Idea, Dead men tell no tales
Posted:
Tue May 31, 2016 4:10 pm
by Grimrock Litless
Name : Dead men tell no tales
(Rare)
(16 turns)
Instant-Ship
All on the target ship dies, also stats how many crew is killed. If the ship have no crew, it will say the ship have no crew to kill.
Re: (Rare) Voodoo Idea, Dead men tell no tales
Posted:
Tue May 31, 2016 6:00 pm
by DezNutz
Guluere wrote:it will say the ship have no crew to kill.
It will say the ship
has no crew to kill
Re: (Rare) Voodoo Idea, Dead men tell no tales
Posted:
Wed Jun 01, 2016 6:10 am
by Grimrock Litless
Deznutz wrote:Guluere wrote:it will say the ship have no crew to kill.
It will say the ship
has no crew to kill
Hmm, not so sure.
Re: (Rare) Voodoo Idea, Dead men tell no tales
Posted:
Wed Jun 01, 2016 11:50 am
by Most Lee Harmless
I'd consider this card a very cheap option for reducing a power fleet to total uselessness in a few casts : which is nice if I am stealing your power fleet, but you may not be so happy.
Re: (Rare) Voodoo Idea, Dead men tell no tales
Posted:
Wed Jun 01, 2016 12:15 pm
by DezNutz
Guluere wrote:Deznutz wrote:Guluere wrote:it will say the ship have no crew to kill.
It will say the ship
has no crew to kill
Hmm, not so sure.
Has is present tense, if you want it past tense you could use "had". Using have is incorrect.
Re: (Rare) Voodoo Idea, Dead men tell no tales
Posted:
Wed Jun 01, 2016 8:28 pm
by Meliva
I find it funny that people are discussing the grammar of the voodoo rather then the voodoo itself also stats should be states,
as for the voodoo itself, I do want a voodoo to kill crew members but this seems a bit much, that's just my opinion though.
Re: (Rare) Voodoo Idea, Dead men tell no tales
Posted:
Thu Jun 02, 2016 12:27 am
by Colton
Name : Dead Men Tell No Tales
(Rare)
(16 turns)
(Lasts 8 amount of hours after use)
Enchantment-Ship
Target ship loses x% of MAX crew instantly, and then (x/2)% of crew every hour. (Where x=number of turns invested, up to a max of 20.) *One crew member must always be present, therefore the card may not drop the crew below 1. (The ship must have at least 1 crew member if it is in the water, otherwise it would just be stranded with noway to get back to a port..)
-The whole crew should not be terminated instantly; i.e. I have targeted a ship with 100 crew (100 being the max of this ship). Assuming the max of 20 turns is invested in the cast, that would leave 80 crew members after cast. Then the 10%/hour effect would last for a maximum of 8 hours, after which the crew would be terminated besides the 1 that must remain. This is a moderate time period for the victim to react, and can be made more effective with human rights. This scenario is just figurative, and the numbers are in need of tweaking to fit more ships and player schedules.