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Spy network rework

PostPosted: Mon Aug 13, 2018 2:01 pm
by PFH
Many forum posts talk about voodoo being too unrealistic for their effects, such as transport immigrants and trade master. Im here to discuss a new effect for spy network. Here is my proposal:

Spy Network
Common
Turn cost: 6
Description:
Delay 2 (Starts a countdown of when the card actually activates depending on fleet count of target.)

Reveal all ships, fleets, ship ID’s, and fleet ID’s of target player.

Delay definition for this card: for every two fleets the player has, the delay is 30 minutes longer to activate. Ex: lets say i have 50 fleets. 30 x 50 = 1500/60 is 25 hours. 30 being minutes, 50 being fleets, 60 being minutes in a hour.

Thoughts?

Re: Spy network rework

PostPosted: Mon Aug 13, 2018 2:25 pm
by DezNutz
What do you mean by delay activation? The card won't present you the data until the delay runs out?

Re: Spy network rework

PostPosted: Mon Aug 13, 2018 2:27 pm
by Grimrock Litless
DezNutz wrote:What do you mean by delay activation? The card won't present you the data until the delay runs out?


I think so.

It's trash, the point of the turn cost in a first place is to represent the time it takes for a action to be done, 6 turns = 1 hour, it is made into a value for easier use and even easier understanding.

The existence of turns in value also means it would be easier to make it P2W.

If you want to add a delay, you could make it so the card shows more ship for every turn invested, example.

Base : Shows only 200 ships in fleets first.
Every 1 turn extra increases the number of ships shown by 50.

Re: Spy network rework

PostPosted: Mon Aug 13, 2018 2:29 pm
by PFH
DezNutz wrote:What do you mean by delay activation? The card won't present you the data until the delay runs out?

Exactly

Re: Spy network rework

PostPosted: Mon Aug 13, 2018 2:38 pm
by PFH
Grimrock Litless wrote:
DezNutz wrote:What do you mean by delay activation? The card won't present you the data until the delay runs out?


I think so.

It's trash, the point of the turn cost in a first place is to represent the time it takes for a action to be done, 6 turns = 1 hour, it is made into a value for easier use and even easier understanding.

The existence of turns in value also means it would be easier to make it P2W.

If you want to add a delay, you could make it so the card shows more ship for every turn invested, example.

Base : Shows only 200 ships in fleets first.
Every 1 turn extra increases the number of ships shown by 50.

Only 10 minutes to log 50 ships and their names and ID’s? thats unrealistic. It wouldnt be possible humanly to log all of those ships in that much time. The turn cost is your spies getting their orders and books ready to log and the delay is them doing the work and logging. You have to remember that it isnt voodoo getting you the info. Its the people getting the info.

Re: Spy network rework

PostPosted: Mon Aug 13, 2018 2:42 pm
by DezNutz
Clockwork wrote:
DezNutz wrote:What do you mean by delay activation? The card won't present you the data until the delay runs out?

Exactly


-1 Not just no, but F**K NO.

Re: Spy network rework

PostPosted: Mon Aug 13, 2018 3:04 pm
by Banger
So if I get big enough then it would take like a week to get the results of a spy network? This seems real bad lol.

Re: Spy network rework

PostPosted: Mon Aug 13, 2018 3:05 pm
by Shadowood
-1

Re: Spy network rework

PostPosted: Mon Aug 13, 2018 3:05 pm
by PFH
Well just an idea to make the card more realistic. Thats the only purpose of the delay effect :D

Re: Spy network rework

PostPosted: Mon Aug 13, 2018 7:36 pm
by OG Deadking
-1