Hideout Building: Script Forge

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Re: Hideout Building: Script Forge

Postby Maha » Fri Jan 27, 2017 11:13 am

Meliva wrote:i gotta side with Haron on this. while I would rather enjoy being able to make voodoo I personally need myself, this idea could damage the card market. once a large player fully upgrades this, they would have no need to buy voodoo off the market, or at least not need to rely on the market as much. this would mean any smaller player wanting to sell powerful voodoo they don't really need atm(such as mindbars, or master craftsmanships) would have a harder time selling and may need to lower the price.

agreed, it would make the booster package almost obsolete, players will invest in the forge so they get the cards they want all the time, those who cannot afford hideout buildings often don't need the voodoo and haven't the credits to buy boosters. therefore the amount of unused cards will be greatly reduced.
as a result far less cards become on the market. the cards useful for starters will imo mostly disappear from the auction and become thus more expensive, while the expensive voodoo (beneficial for advanced players) becomes cheaper on the market for the demand for those cards is diminished.

also it removes a scarcity from the game and that is not good for player to player interaction.

CDV would profit from this, suddenly he could make bribes by the dozen and get captains at a fixed price.
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Re: Hideout Building: Script Forge

Postby Grimrock Litless » Fri Jan 27, 2017 11:15 am

Haron wrote:In addition to devaluating the voodoo market, the booster packs may also be at risk. Why buy booster packs if you can make the cards yourself? And the booster packs is a vital part of this game's economy.


If selected voodoo are used more via upgrading the voodoo or crafting like for legendary at the cost of another, the need for more voodoo increases. Therefore increases the overall value.
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Re: Hideout Building: Script Forge

Postby Haron » Fri Jan 27, 2017 11:17 am

About upgrading voodoo:

I think it's a complex area. Not NECESSARILY a bad idea, but very, very complex.

Each card works differently, and the way to upgrade one card would be different from another. And while an upgrade to one card might make it only slightly better, an upgrade to another card might make it MUCH more powerful. I think to get this "right" would require a LOT of work, tuning and testing, and I think the final result would be very complex. Probably one "tech" for each card, to be "researched" separately and independently.

Therefore, I think that while the idea is intriguing, the needed complexity of a final suggestion/solution would make it not worth it.
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Re: Hideout Building: Script Forge

Postby Meliva » Fri Jan 27, 2017 11:23 am

I really see no need to upgrading voodoo, and like haron said the way voodoo varies would make upgrading all voodoo a very time consuming task. I suppose you could pick a handful of voodoos to upgrade, but even then you would need to make said upgrade useful enough to encourage people to use it, but not too useful as to make a card OP.
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Re: Hideout Building: Script Forge

Postby Maha » Fri Jan 27, 2017 11:34 am

Grimrock Litless wrote:What about the upgrading of voodoo?

What do you think about it?

is the card upgraded (when you sell an upgraded card will the upgrade go with the card?) or is the effect of the card upgraded (card stays the same)?

as Haron said, each card should need to have a individual approach.
i would support it if this was how legendary cards were to be made. but since it has already been decided how those cards are to be made i am not in favor for another method to create OP cards.

i prefer the witch hut method because the cost per legendary card is by far higher then this 'do the research once' proposal.
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Re: Hideout Building: Script Forge

Postby Grimrock Litless » Fri Jan 27, 2017 12:54 pm

Here's a list of voodoo, I would like to know how everyone's approach to how the effect should be on each level. Max level is 4.

Duplicate
Level 2
100% chance to duplicate target voodoo
Level 3
100% chance to duplicate target voodoo with a 50% to duplicate again.
Level 4 (Max)
75% chance to duplicate target voodoo 3 times.
Cost 1 Duplicate per level / per quantity.

Mindbar
Serenity
Disfavor
Charity Donation

Since there is a chance that legendary voodoo would have repeated use as normal voodoo, I think it would be a better Idea to just have it so that normal voodoo can be upgraded.
Last edited by Grimrock Litless on Fri Jan 27, 2017 1:01 pm, edited 1 time in total.
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Re: Hideout Building: Script Forge

Postby Haron » Fri Jan 27, 2017 1:01 pm

Grimrock Litless wrote:Here's a list of voodoo, I would like to know how everyone's approach to how the effect should be on each level. Max level is 4.

Duplicate
Mindbar
Serenity
Disfavor
Charity Donation


I'll play along this once, but I still think this idea should be dropped or at least postponed. Better to concentrate on the Witch Hut and legendary voodoo, and Ship Specializations. These are things we may actually get. But OK, just this once:

Duplicate: Increase probability for the effect to work from 50% to: 53%, 56%, 59%, 62%
Mindbar: Increase probability of protection from 75% to: 76%, 77%, 78%, 79%
Serenity: Gets piercing: 5%, 10%, 15%, 20%
Disfavor: Fleet's danger drop is changed from 9 to: 8, 7, 6, 5
Charity Donation: Influence increase is changed from 5% to: 5.2%, 5.4%, 5.6%, 5.8%

There. Now, this was "shooting from the hip". I may look back at this and think the numbers are way off. If this were actually to become a feature, this would require a lot more thought than the two minutes I spent on it now.
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Re: Hideout Building: Script Forge

Postby Grimrock Litless » Fri Jan 27, 2017 1:17 pm

Haron wrote:
Grimrock Litless wrote:Here's a list of voodoo, I would like to know how everyone's approach to how the effect should be on each level. Max level is 4.

Duplicate
Mindbar
Serenity
Disfavor
Charity Donation


I'll play along this once, but I still think this idea should be dropped or at least postponed. Better to concentrate on the Witch Hut and legendary voodoo, and Ship Specializations. These are things we may actually get. But OK, just this once:

Duplicate: Increase probability for the effect to work from 50% to: 53%, 56%, 59%, 62%
Mindbar: Increase probability of protection from 75% to: 76%, 77%, 78%, 79%
Serenity: Gets piercing: 5%, 10%, 15%, 20%
Disfavor: Fleet's danger drop is changed from 9 to: 8, 7, 6, 5
Charity Donation: Influence increase is changed from 5% to: 5.2%, 5.4%, 5.6%, 5.8%

There. Now, this was "shooting from the hip". I may look back at this and think the numbers are way off. If this were actually to become a feature, this would require a lot more thought than the two minutes I spent on it now.


I would also like to know what cost do you think they should need per level.

Btw, this this upgrade only 1 quantity of the voodoo, not the whole voodoo.

But, forever upgrades are also allowed.
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Re: Hideout Building: Script Forge

Postby Grimrock Litless » Fri Jan 27, 2017 2:43 pm

I am glad it got a good respond.

I guess not everyone looks at things the same way I do.
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