Voodoo Update Discussion

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Re: Voodoo Update Discussion

Postby Mr. Rothschild » Tue Mar 17, 2015 4:21 pm

New Card - "Master Goldsmith"
Rarity - Rare
Turns - 10 + X

Description - You are a master at smithing gold bars. Instantly turns 1,500 gold coins from your purse into "X" number of gold bars. Where "X" is the number of every "1" extra turn you invest.
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Re: Voodoo Update Discussion

Postby Shaydo » Tue Mar 17, 2015 6:59 pm

Potentially a big part of the reason that Levis are so much cheaper and people have more of them than EJ is because of the turn cost needed to cast them, were the turn cost lower then aye they would get used more but that's the point, why have a card that is almost unusable, especially in quantity except by a few?

But once the damage has been done it's done, them levi's are removed from the game and it's not like Levis are a common card, there rare, lower the turn cost and they will only get rarer as they begin to get used, then meaning that to destroy an entire fleet or even a ship will take a combined effort once again. Don't forget they used to be 3 turns to cast and the type of carnage you are describing here was rarely ever seen, only in times of all out guild war did levi's get thrown around so heavily.

By increasing the turn cost you would make the use of more than 1 or 2 limited to only those that had the means, the voodoo banks as you refer to them, this increasing the divide not decreasing it. Make it 8 and even the smallest player can retaliate on the largest player for being attacked, at 18+ they would have more needed things to spend the turns on..

I wonder if Captain Jack has the figures for total held Levis from before the turn increase and now after, has the total game stockpile increased dramatically?
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Re: Voodoo Update Discussion

Postby Xanadu » Wed Mar 18, 2015 10:46 pm

If I remember correctly, the price of a Leviathan was at about 35 to 40 credits about a year ago. When I started they were snatched up by certain players just so that the cards could NOT be use against them. There was even talk in the forums of an anti-levithan spray that needed to be developed to protect your fleet from these nasty buggers. If in doubt just check a crystal ball report on SGT Blue or Xepshunall. As it stands right now there are just a few people in the game that control the majority of the active MoW's. These ships, when stacked, are nearly impossible to beat without some form of voodoo be it fire ship, leviathan or a combination there of. Knocking down the amount of turns needed to cast CL might free up these ships from the control of the few. Of course, to level up a SotL from level 1 to 10 costs 17 mil gold. I can't even remember what it took to level up the MoW, but less turns to cast CL would loosen up the game for awhile, by possibly taking the MoW out of the equation, and make for more interesting battles. We could return to the days of 5, 60 attribute Sotl's on the gun line pounding it out. Then it's just a role of the dice as to who would win the battle, not a preordained conclusion. Who stands a chance when hit by a 3 MoW 2 SotL fleet?
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Re: Voodoo Update Discussion

Postby Stan Rogers » Thu Mar 19, 2015 2:07 am

Of course there is Kraken and Sabotage that will achieve similar results at cheaper prices. Actually, the Sabotage is even nastier IMO as after a round of Sabo's on you, you are out shopping for MC's instead of just re-lvling up when trade profit allows.

Sometimes you get lucky with a re-lvl up after a round of Levi's resulting in a more powerful ship.
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Re: Voodoo Update Discussion

Postby Captain dungeness » Fri Mar 20, 2015 3:53 am

Rothschild, you should post that idea in a new topic.

It seems like using a large amount of leviathans is such a huge cost already that 18 turns vs 8 turns is not much difference. It's more of a difference for a "casual" user who is trying to take out a cutter to reach the sotls or for economic damages on an enemy. In that case it seems like 18 turns isn't needed to try to keep people from epic destruction. Honestly I don't think changing by 10 turns is a big deal at all.

I think there should be more cards removed from the card booster packs if there are 12 new cards being added. The few cards you mentioned are good ones to take out. Also consider Ruby Ring, Ruby necklace, and Public Relations. Alternatively you could make a choice of packs they way many card-related games do. When new cards are released they go into a new pool so that players can choose which pack to buy. That improves the problem where the new cards are diluted buy old cards in packs. Often times the newest card packs are the premium price while older card packs are sometimes discounted.
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