Damage Repair after Voodoo

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Damage Repair after Voodoo

Postby Adam smith » Tue Sep 11, 2018 1:08 pm

Greetings,

I suggest that when someone uses a damage card (Kraken or Fire Ship, not Swarm of Worms) that the ship which received such damage, is no longer possible to be repaired for a period of at least 1 hour.
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Re: Damage Repair after Voodoo

Postby Mack » Tue Sep 11, 2018 1:15 pm

while that sounds good to a raider, man that would be very poweful against a merchant one could organise and take many escourts in a short time -1
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Re: Damage Repair after Voodoo

Postby Adam smith » Tue Sep 11, 2018 1:22 pm

Mack wrote:while that sounds good to a raider, man that would be very poweful against a merchant one could organise and take many escourts in a short time -1


I am not a raider but a merchant and it sounds very good to me when most raiders have more powerful ships than what I got.

Besides, what's the purpose of using them when someone is online and can nullify them instantly.

Also, I found Call the Kraken demand of turns too high. It is after all, a rare card.
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Re: Damage Repair after Voodoo

Postby sXs » Tue Sep 11, 2018 1:48 pm

Adam smith wrote:
Mack wrote:while that sounds good to a raider, man that would be very poweful against a merchant one could organise and take many escourts in a short time -1


I am not a raider but a merchant and it sounds very good to me when most raiders have more powerful ships than what I got.

Besides, what's the purpose of using them when someone is online and can nullify them instantly.

Also, I found Call the Kraken demand of turns too high. It is after all, a rare card.


There are much more useful options than Kraken. Damaging ships via cards is probably 3rd or 4th on the list.
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Re: Damage Repair after Voodoo

Postby Shadowood » Tue Sep 11, 2018 4:32 pm

-1 for me sir.

A good pirate will strike when he knows his prey is not watching. No need for the lock out period if he chooses to use a Kraken or Fire Ship.

And if his prey is on, then they should have every right to Repair and fight back if they can.
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Re: Damage Repair after Voodoo

Postby William one eye » Tue Sep 11, 2018 4:35 pm

Shadowood wrote:-1 for me sir.

A good pirate will strike when he knows his prey is not watching. No need for the lock out period if he chooses to use a Kraken or Fire Ship.

And if his prey is on, then they should have every right to Repair and fight back if they can.


his point was the reverse of this,

for a merchant to disable a pirates raid fleet so the merchant can successfully hit back.


However I also say -1

this would make things very bad for merchants that choose to run escorts
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Re: Damage Repair after Voodoo

Postby Shadowood » Tue Sep 11, 2018 5:03 pm

William one eye wrote:
Shadowood wrote:-1 for me sir.

A good pirate will strike when he knows his prey is not watching. No need for the lock out period if he chooses to use a Kraken or Fire Ship.

And if his prey is on, then they should have every right to Repair and fight back if they can.


his point was the reverse of this,

for a merchant to disable a pirates raid fleet so the merchant can successfully hit back.


However I also say -1

this would make things very bad for merchants that choose to run escorts


Wait.. What??? Traders cast voodoo on Pirates?? :o:
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!!!
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Re: Damage Repair after Voodoo

Postby Adam smith » Tue Sep 11, 2018 6:37 pm

The Kraken needs 50 turns to ensure 99% dmg. 50 turns for 1 card that can be nullified with a repair order. 50 turns + 1 card versus instant + a few gold coins at worst.
Fire Ship needs 2 of your own ships (16 turns at least + 6) = 24 turns but also has an extra cost (around 50k). It is a better card as you can be prepared.

I am really curious if anyone is actually using these cards to active players. Judging from the credit costs of these cards (0.9 credits for Fire Ship and 0.63 for Kraken) they are underused. They have to be considered as the weakest rare cards out there. In theory, they should be very useful but in reality, they are only useful if someone is offline.

Whereas, with my suggestion, their role will be upgraded.

Now, there are some false statements there. You mention that this will be bad for merchants running escorts. This however is not true as a merchant will run multiple fleets. These cards cost will not allow someone to target more than 2 or 4 ships. Which means at worse 4 fleets can be targeted which is an insignificant number when you attempt to hit a merchant, as these can be 4 hits max. Since the proposed lock is for 1 hour max, this means that there won't be further hits. As the defender can come online before the new round of Hostile Natives or Fugitive of Justice, and repair.

This is actually problematic for raiders. All these people who run the plunder screens with 3xSoL fleets (full of danger) making most merchants impossible to retaliate. I do not run a 3xSoL fleet and I do not intend to run as I can lose it easily, in comparison to a raider who has fewer fleets and can protect it easier.

The only way for me to hit such fleets is through the damage cards, which have been created for such usage.

However, without a repair lock they cannot be useful. I could suggest instead a turns reduction but this is only viable for the Kraken. Eventually however, without the lock, even at 1 turn, these cards will not worth it as they are rare. I find the choice of high turn cost better for the game, as it makes no discern if the target is online or offline which is better.
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Re: Damage Repair after Voodoo

Postby sXs » Tue Sep 11, 2018 6:47 pm

Adam smith wrote:
I am really curious if anyone is actually using these cards to active players. Judging from the credit costs of these cards (0.9 credits for Fire Ship and 0.63 for Kraken) they are underused. They have to be considered as the weakest rare cards out there. In theory, they should be very useful but in reality, they are only useful if someone is offline.



Yes Fire ships get used quite a bit. Krakens not as much but yes they get used.

Adam smith wrote:
The only way for me to hit such fleets is through the damage cards, which have been created for such usage.


Several other options.

Come to the Dark Side young Padwan.... learn the ways of the raiders.

Several of us have spoken about this a few times. The best way to learn to defend against the things you are talking about is to actually play the other side for awhile.

Shadowood has said it..... I have said it. Dont get stuck into one play style. Become a pirate for awhile. Try the life of a Privateer. Learn the ways of the bankers, become the leader of a nation.
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Re: Damage Repair after Voodoo

Postby Cgoody » Wed Sep 12, 2018 12:19 am

How would that work with auxillary royal fleet? Would it get ignored for the hour?

To be frank, I don't like the sound of this idea. This come from one who does use damage cards for retaliation in some cases.
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