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Voodoo Card [Invisable Sails]
Posted:
Fri Feb 03, 2017 7:44 am
by Darakis
Type - Enchantment
Value - Uncommon
Target - Fleet
Turns - 8
Time - 24hrs
The danger the target fleet receives from voodoo or by attacking is halved. 1 or less danger is negated.
Re: Voodoo Card [Invisable Sails]
Posted:
Fri Feb 03, 2017 7:58 am
by Haron
I do not like this card. If you want protection, use mindbar or countercurses.
Re: Voodoo Card [Invisable Sails]
Posted:
Fri Feb 03, 2017 8:03 am
by Sebena
Haron wrote:I do not like this card. If you want protection, use mindbar or countercurses.
And yet I see enrmouse activity in harming voodoo and once when helping voodoo is suggested you all start saying use mindbar or countercurse...
As far as suggestion goes I'll stay neutral before making decisions I need to think about it
Re: Voodoo Card [Invisable Sails]
Posted:
Fri Feb 03, 2017 8:06 am
by Haron
As for the details: Both HNs and FFJ adds one danger to a fleet. With the "rounding down", this makes them not work at all. Thus, this would be a total protection against being lit up. A VERY bad idea, in my opinion.
Re: Voodoo Card [Invisable Sails]
Posted:
Fri Feb 03, 2017 8:06 am
by Grimrock Litless
Darakis wrote:Type - Enchantment
Value - Uncommon
Target - Fleet
Turns - 8
Time - 24hrs
The danger the target fleet receives from voodoo or by attacking is halved. 1 or less danger is negated.
One is the lowest before 0. So "1 or less danger is negated."
"1 or less danger is negated."
This also means that the +1 danger from normal travel disappears.
Re: Voodoo Card [Invisable Sails]
Posted:
Fri Feb 03, 2017 8:10 am
by Darakis
Grimrock Litless wrote:Darakis wrote:Type - Enchantment
Value - Uncommon
Target - Fleet
Turns - 8
Time - 24hrs
The danger the target fleet receives from voodoo or by attacking is halved. 1 or less danger is negated.
One is the lowest before 0. So "1 or less danger is negated."
"1 or less danger is negated."
This also means that the +1 danger from normal travel disappears.
ya that's what I meant
Re: Voodoo Card [Invisable Sails]
Posted:
Fri Feb 03, 2017 8:16 am
by Sebena
Haron wrote:As for the details: Both HNs and FFJ adds one danger to a fleet. With the "rounding down", this makes them not work at all. Thus, this would be a total protection against being lit up. A VERY bad idea, in my opinion.
Yet it affect 1 fleet unless you don't own only 1 fleet you still can be lit up meaning if this gets approved you needs huge ammounts of this card to be safe and that fleet is safe for only 24 hrs and it takes a lot of turns so in basic principle it is priecy to have this active all the time but fleet which transfers goldbars is safe from HN's and FoJ meaning that you only need big escort to protect it but still you are not safe because right set up of ship atts and SotL can devastate fleets whixh should be stronger on the paper...
Re: Voodoo Card [Invisable Sails]
Posted:
Fri Feb 03, 2017 8:29 am
by Darakis
The way the voodoo works is it's effective & fare at the same time.
Re: Voodoo Card [Invisable Sails]
Posted:
Fri Feb 03, 2017 8:36 am
by Sebena
Darakis wrote:The way the voodoo works is it's effective & fare at the same time.
I see that and it will be seen like that by anyone normal but there will be people who will spit on any defending voodoo because why would people have protection I need to be ablr to destroy someones invested time on instant...
Re: Voodoo Card [Invisable Sails]
Posted:
Fri Feb 03, 2017 5:39 pm
by Most Lee Harmless
The Kracken feel the basis for such a card is worthy, the implementation is not : take it away, think on it then come back with a re-worked notion which has better balance and fewer decimal points in the calculations for use. Krackens dont like fractions, rounded up or down, they are kinda all or nothing critters...
Kracken are also grammar-nazi's so please amend the spelling, it offends their eyes.