(Legendary) Turncoat

Do you have an idea for a card ? Do you want a tweak on existing voodoo cards? Perhaps you even want one of them removed? This is where you can post your suggestion.

(Legendary) Turncoat

Postby DezNutz » Mon Feb 06, 2017 6:25 pm

Name: Turncoat
Rarity: Legendary
Type: Instant
Target: Player
Casting Turns: 10


Witch Hut Recipe:
1 Assassin
1 Thieving Magpie

Crafting Time: 1hr
Crafting Cost: 1M gc


Effects:

Steals 1 random officer from target player and adds to your own officer count.

_______________

If this has been suggested before, sorry, I looked and didn't see it.
I'm only here for Game Development and Forum Moderation.

If you see a forum rule violation, report the post.
User avatar
DezNutz
Players Dev Team Coordinator
 
Posts: 7074
Joined: Sat Oct 24, 2015 4:51 pm
Location: United States of America

Re: (Legendary) Turncoat

Postby Admiral Nelson » Mon Feb 06, 2017 6:35 pm

DezNutz wrote:Name: Turncoat
Rarity: Legendary
Type: Instant
Target: Player
Casting Turns: 10


Witch Hut Recipe:
1 Assassin
1 Thieving Magpie

Crafting Time: 1hr
Crafting Cost: 1M gc


Effects:

Steals 1 random officer from target player and adds to your own officer count.

_______________

If this has been suggested before, sorry, I looked and didn't see it.


-1. This can be used on inactives, and if they come back to the game and find they have to start practically over ( If used as a farm ). As most likely people will target inactives and not the 'big merchants' that roman the seas, or active players?...If I can call them that.

It does have potential, but...
User avatar
Admiral Nelson
 
Posts: 2370
Joined: Sat Mar 12, 2016 7:48 am

Re: (Legendary) Turncoat

Postby DezNutz » Mon Feb 06, 2017 7:24 pm

Should be able to stipulate that it works only for active players.
I'm only here for Game Development and Forum Moderation.

If you see a forum rule violation, report the post.
User avatar
DezNutz
Players Dev Team Coordinator
 
Posts: 7074
Joined: Sat Oct 24, 2015 4:51 pm
Location: United States of America

Re: (Legendary) Turncoat

Postby Admiral Nelson » Mon Feb 06, 2017 7:26 pm

DezNutz wrote:Should be able to stipulate that it works only for active players.


Define a active player though?...

What is a active player anyway? How will it be defined?...
User avatar
Admiral Nelson
 
Posts: 2370
Joined: Sat Mar 12, 2016 7:48 am

Re: (Legendary) Turncoat

Postby DezNutz » Mon Feb 06, 2017 7:31 pm

John Avery wrote:
DezNutz wrote:Should be able to stipulate that it works only for active players.


Define a active player though?...

What is a active player anyway? How will it be defined?...

The game already defines inactive players in both trade routes and stipends. Don't need to redefine what already is a game mechanic.
I'm only here for Game Development and Forum Moderation.

If you see a forum rule violation, report the post.
User avatar
DezNutz
Players Dev Team Coordinator
 
Posts: 7074
Joined: Sat Oct 24, 2015 4:51 pm
Location: United States of America

Re: (Legendary) Turncoat

Postby Shadowood » Mon Feb 06, 2017 7:31 pm

I actually like the concept. I think the recipe needs to be a tad higher. 20-25 credit range is my thought. And a bit longer crafting time...

2 Assassin
2 Magpie
500 gold bars
24 hours

And I disagree with Avery. I think inactives would be the best and most fair targets. If you cast on anyone who has less then 200 captains, they can get free captains back by just raiding an inactive. Very simple.
I don't fear death. I look forward to it with great anticipation. For then I will met God face to face and let him know that I stole his Man of War!!!
User avatar
Shadowood
Fantasy Draft Deity
 
Posts: 4080
Joined: Mon Feb 08, 2016 5:40 am

Re: (Legendary) Turncoat

Postby Admiral Nelson » Mon Feb 06, 2017 7:34 pm

DezNutz wrote:[
The game already defines inactive players in both trade routes and stipends. Don't need to redefine what already is a game mechanic.


So... Pirates will need to have trade routes and be in a nation now?... To not be a victim of this card?...
User avatar
Admiral Nelson
 
Posts: 2370
Joined: Sat Mar 12, 2016 7:48 am

Re: (Legendary) Turncoat

Postby Maha » Mon Feb 06, 2017 7:36 pm

John Avery wrote:
DezNutz wrote:Should be able to stipulate that it works only for active players.


Define a active player though?...

What is a active player anyway? How will it be defined?...

no more than 10 days of inactivity (same as auto trade)

still -1
it's either cheaper than assassin + bribe and would replace bribe or it's more expensive and this card is useless
User avatar
Maha
 
Posts: 848
Joined: Mon Aug 08, 2016 10:12 am

Re: (Legendary) Turncoat

Postby Haron » Mon Feb 06, 2017 7:38 pm

We already have bribe. And assassins. I don't think this card is anything but 1 assassin used on target plus one bribe used on myself? I don't see the point in a new card, when I can simply do that.
The T'zak Ryn offers Naval Combat Solutions for the Quality Conscious Customer
User avatar
Haron
Forum Rambler
 
Posts: 1926
Joined: Tue Mar 29, 2016 10:04 am

Re: (Legendary) Turncoat

Postby Shadowood » Mon Feb 06, 2017 7:43 pm

Maha wrote:still -1
it's either cheaper than assassin + bribe and would replace bribe or it's more expensive and this card is useless


The great thing about the hut is it can use cards that are less used to create something cool. What if you changed the recipe to something like...

4 Voodoo Storm
2 Magpie
500 gold bars
24 hours

This would eliminate it competing with the Assassin card. It would be in line cost wise with current Bribe prices (15 credits). But it would use cards other then Bribe or Assassin to get (in my mind) a great effect.
I don't fear death. I look forward to it with great anticipation. For then I will met God face to face and let him know that I stole his Man of War!!!
User avatar
Shadowood
Fantasy Draft Deity
 
Posts: 4080
Joined: Mon Feb 08, 2016 5:40 am

Next

Return to Voodoo Card Suggestions

cron