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Voodoo Suggestion, Ship building

PostPosted: Tue Jun 14, 2016 7:43 am
by Bigtea47
Option 1:
Professional builders
Rare
Turns cost: 200
Duration: 24 Hrs
Rarity: Rare
Turns needed to build ship is reduced by 50%

Option 2:
Professional builders
Uncomon
Turns cost: 20
Duration 24 Hrs
Turns needed to build ships reduced by 20%
But resource cost increased by 50%

Option 3:
Reserve Force
Uncomon
Turns cost: 10
Duration 30 days
Stores 5 turns that can be used to build ships at a later time
Stackable 100 times ( 500 turns stored,1000 turn cost)

Re: Voodoo Suggestion, Ship building

PostPosted: Tue Jun 14, 2016 1:28 pm
by DezNutz
Option 1:
Reduce Turn Cost. Way too high. Players would have to buy turns for that to be effective.

Option 2:
Reduce Resource increase to to like 20 or 25%. The increase shouldn't overcast the turn offset. Turns to GC Ratio compared to Cost of extra Resources.

Option 3:
Is the 5 turns stored from the 10 turns used to cast?
I would suggest that option 3 can't be purified or serenity'd.
I like the idea of storing turns for ship building, but the card is a negative loss in turns. I would think something like Each card allows you stock up to 25 turns, with it being stackable 20 times for a total of 500 turns.

Re: Voodoo Suggestion, Ship building

PostPosted: Tue Jun 14, 2016 5:43 pm
by Bigtea47
DezNutz wrote:Option 1:
Reduce Turn Cost. Way too high. Players would have to buy turns for that to be effective.

Option 2:
Reduce Resource increase to to like 20 or 25%. The increase shouldn't overcast the turn offset. Turns to GC Ratio compared to Cost of extra Resources.

Option 3:
Is the 5 turns stored from the 10 turns used to cast?
I would suggest that option 3 can't be purified or serenity'd.
I like the idea of storing turns for ship building, but the card is a negative loss in turns. I would think something like Each card allows you stock up to 25 turns, with it being stackable 20 times for a total of 500 turns.


1. That was the point. It was in a way suppose to be a credit sink. But yea possibly 100 turns would be a bit more reasonable.

2. Turns>resources. To me turns are way more valuable than resources. That's why i choose 50% (Was even thinking 100% before)

3. The idea behind turn loss is that you sacrifice turns now, for fast building later.

A lot of voodoo suggestions i've seen are either way to overpowered or not very useful. So i tried to find a balance. Make the card useful but not making it the best card in game.

Re: Voodoo Suggestion, Ship building

PostPosted: Tue Jun 14, 2016 5:56 pm
by DezNutz
I can see your reasoning for Option 2.

I can understand turn loss for option 3, but a 2:1 loss is staggering. You are effectively paying triple the turns for the same product.

Re: Voodoo Suggestion, Ship building

PostPosted: Tue Jun 14, 2016 6:34 pm
by ChaIbaud
ez ships ez life
Rare
Turn Cost: 0
Duration: Forever
No turns are needed to build a ship again. Ever.

Re: Voodoo Suggestion, Ship building

PostPosted: Tue Jun 14, 2016 6:39 pm
by not a pirate
ez ships r gg
common
when used gives player 1,000 turns
Duration: forever
gives free Man of War every second


Voodoo 2: The Luck of the Irish
common
SPECIAL: can only be used by sailors in Ireland
Duration: forever
can never lose a plunder- can never be attacked- cannot gain danger- recruitment, hideout buildings, and buying things on markets cost NO gold/credits/resources

"You are quite a lucky one"

Re: Voodoo Suggestion, Ship building

PostPosted: Tue Jun 14, 2016 7:34 pm
by Bigtea47
DezNutz wrote:I can see your reasoning for Option 2.

I can understand turn loss for option 3, but a 2:1 loss is staggering. You are effectively paying triple the turns for the same product.


What do you mean triple?

Example:
you use 5 voodoos at a cost of 50 tuns.
You now have 25 turns stored.
You build a LMM at 0 turn cost.
=You pay double not triple

Re: Voodoo Suggestion, Ship building

PostPosted: Tue Jun 14, 2016 7:50 pm
by DezNutz
Bigtea47 wrote:
DezNutz wrote:I can see your reasoning for Option 2.

I can understand turn loss for option 3, but a 2:1 loss is staggering. You are effectively paying triple the turns for the same product.


What do you mean triple?

Example:
you use 5 voodoos at a cost of 50 tuns.
You now have 25 turns stored.
You build a LMM at 0 turn cost.
=You pay double not triple

I asked if the 5 stored is from the 10 spent, but you didn't answer. So I based it on your 500 stored and 1000 spent notation. I understood that as use 10 turns, store 5. That's a total of 15 turns. Unless the cost of the voodoo is 5 turns plus 5 turns stored, which would than be 10 turns total. Then your notation would be wrong as you spent 500 turns to store another 500 turns for a total of 1000 turns, which would be double.

Re: Voodoo Suggestion, Ship building

PostPosted: Tue Jun 14, 2016 8:03 pm
by Bigtea47
DezNutz wrote:
Bigtea47 wrote:
DezNutz wrote:I can see your reasoning for Option 2.

I can understand turn loss for option 3, but a 2:1 loss is staggering. You are effectively paying triple the turns for the same product.


What do you mean triple?

Example:
you use 5 voodoos at a cost of 50 tuns.
You now have 25 turns stored.
You build a LMM at 0 turn cost.
=You pay double not triple

I asked if the 5 stored is from the 10 spent, but you didn't answer. So I based it on your 500 stored and 1000 spent notation. I understood that as use 10 turns, store 5. That's a total of 15 turns. Unless the cost of the voodoo is 5 turns plus 5 turns stored, which would than be 10 turns total. Then your notation would be wrong as you spent 500 turns to store another 500 turns for a total of 1000 turns, which would be double.


Well i guess from that perspective the card cost is 5 and then the other 5 is stored. The stored came from the voodoo cost.

Re: Voodoo Suggestion, Ship building

PostPosted: Tue Jun 14, 2016 8:08 pm
by DezNutz
Ok that makes sense. Can you update the turns for option 3 with a notation to say like "10 (5 Cast + 5 Stored)"