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Turn Restrictions

PostPosted: Tue Apr 25, 2017 12:06 pm
by Mugiwara
Who have less than 10 ships will gain 1 turn per hour instead of 1 turn per 10 min(double turn makes it 2 turn per hour).
Who have less than 20 ships will gain 1 turn per 20 min instead of 1 turn per 10 min(double turn makes it 2 turn per 20 min).

I tried to find topic but i couldnt. it was about some restrictions who have less or no ships. Thats why im making this one. Main reason of this suggestion give some chance to counter witch doctors. and in my opinion turn restrictions will be a good way to counter them(at least they will need to buy credits more frequently or attack less frequently).

Im open for any kind of feedbacks.

PS: If any of you can find the topic can you share it aswell:)



Sincerely Mugiwara...

Re: Turn Restrictions

PostPosted: Tue Apr 25, 2017 12:14 pm
by Haron
I think this is a very bad idea.

Several pirates will wish to have very few ships, for good reasons. And they will also need a lot of turns. This suggestion will make life for such pirates even harder than today.

Bunkering up and resorting to voodoo use should remain an option. Remember the cost already involved in doing so; you'll get no income from trade at all, and if you plunder with only one fleet, you'll accumulate a lot of danger.

Re: Turn Restrictions

PostPosted: Tue Apr 25, 2017 12:16 pm
by Admiral Nelson
-1.

To me this seems heavily against those pirates with few ships (Real pirates)

Almost like one of Gulueres suggestions... Wait who started this thread?

Re: Turn Restrictions

PostPosted: Tue Apr 25, 2017 12:19 pm
by Grimrock Litless
I don't see the need for this, plus, this can cause new players to get bored waiting and just stop playing the game, there is no real need because most "witch doctors" like Shadowood and most others have more than 10 if not 20 ships. And it is actually easy to get that number of ships, by building howkers or just sloops.

-1

Re: Turn Restrictions

PostPosted: Tue Apr 25, 2017 12:20 pm
by Maha
-1 why is there a need for this?
to counter a defense voodoo card? you don't like your voodoo countered? don't cast it :)

this suggestion would drive pirates (see Vanes description of them) out of business. their strength is their small size and clever use of the turns and tools of their trade.

Re: Turn Restrictions

PostPosted: Tue Apr 25, 2017 12:36 pm
by DezNutz
-1

Re: Turn Restrictions

PostPosted: Tue Apr 25, 2017 12:52 pm
by Mugiwara
Thanks for feedbacks. i wasnt sure about it and now thanks to all feedbacks i received now i know its not a good suggestion:) it seems it will effect pirates more than i think.
grimrock it wont apply to new players and also i didnt get the voodoo part maha?

Re: Turn Restrictions

PostPosted: Tue Apr 25, 2017 12:56 pm
by Maha
Mugiwara wrote:Thanks for feedbacks. i wasnt sure about it and now thanks to all feedbacks i received now i know its not a good suggestion:) it seems it will effect pirates more than i think.
grimrock it wont apply to new players and also i didnt get the voodoo part maha?

vengeange of the witch docter.

Re: Turn Restrictions

PostPosted: Tue Apr 25, 2017 12:58 pm
by Mugiwara
i see. i didnt had any voodoo in mind when i made this suggestion:)but now i have thanks to you.

Re: Turn Restrictions

PostPosted: Tue Apr 25, 2017 2:43 pm
by ChaIbaud
-1. Not to start a merchant vs Pirate debate again but this seems somewhat unfair to the latter