New patch of voodoo cards
Posted: Tue Jun 04, 2013 4:40 am
Greetings fellow Avonmora citizens,
We want to add about 30 new voodoo cards, 10 for each rarity category.
This should move the game version by 0.1 and has to happen as soon as we reach version 1.0 (in the next few days).
We may use some of the ideas presented here, however, we are looking for a theme in the way these voodoo cards will work. The theme we want to add is to make them as strong as a certain quantity each time.
Here are some examples so you can understand what I mean:
(The examples are totally random - I write as I think here)
I hope you get the meaning. Generally we want to add more flexibility to voodoo to further increase the strategic options in the game.
Obviously, some new mechanisms and terminology will be introduced to facilitate the theme. One mechanism example is the categorizing of all voodoo to hostile or not.
Be invited to have your ideas flowing in
You can use 1 topic per voodoo curse (best) but even a list of ideas will work.
We want to add about 30 new voodoo cards, 10 for each rarity category.
This should move the game version by 0.1 and has to happen as soon as we reach version 1.0 (in the next few days).
We may use some of the ideas presented here, however, we are looking for a theme in the way these voodoo cards will work. The theme we want to add is to make them as strong as a certain quantity each time.
Here are some examples so you can understand what I mean:
(The examples are totally random - I write as I think here)
- Code: Select all
Example 1:
Name: Wrath of the unknown
Type: Instant
Turn cost: 10 + X
Deal X danger to target fleet where X is the number of extra turns you invest.
- Code: Select all
Example 2:
Name: Public Relationships
Type: Instant
Turn cost: 10
Target player loses X fame where X is the number of ships he own * 1000.
You earn half of it.
- Code: Select all
Example 3:
Name: Vengeance of the Witch Doctor
Type: Instant
Turn cost: 8
Deal X danger to target fleet where X is the number of hostile enchantments on you.
- Code: Select all
Example 4:
Name: Repair Fleet
Type: Enchantment
Duration: 72 hours
Stack: 1
Turn cost: 8
Repair X points of damage every hour to every ship you own, where X is the number of Brigs you own.
- Code: Select all
Example 5:
Name: Emergency Call
Type: Enchantment
Duration: 72 hours
Stack: 1
Turn cost: 8
If Repair fleet is active (see example 4),
Repair X points of damage of all ships of any fleet you own that receives an attack, where X is the number of Brigs you own.
I hope you get the meaning. Generally we want to add more flexibility to voodoo to further increase the strategic options in the game.
Obviously, some new mechanisms and terminology will be introduced to facilitate the theme. One mechanism example is the categorizing of all voodoo to hostile or not.
Be invited to have your ideas flowing in
You can use 1 topic per voodoo curse (best) but even a list of ideas will work.