Voodoo changes

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Re: Voodoo changes

Postby Jack Teach » Fri Feb 02, 2018 5:09 pm

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Re: Voodoo changes

Postby Bmw » Fri Feb 02, 2018 5:32 pm

I do think voodoo needs to change so there needs to be someway to actually harm certain types of people it would also make some voodoo more valuable while possibly making others less valuable. Even with some becoming less valuable I feel like a ton of pirates will be annoyed but what they must realize is that while you may need fleets to fill your warehouses to cast all the voodoo you want you could always store a ton ahead of planning on plundering someone you could have 10 howkers fleets maybe less and you could fill a large amount of resources into your warehouse in a day
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Re: Voodoo changes

Postby Sir Thalius Hayle » Fri Feb 02, 2018 5:33 pm

Players that enjoy raiding merchants and wreaking havoc in ports and nations via the witch doctor game play will likely always disagree with any added mechanism that makes it harder to do so or even limits their ability. I think it a good thing they may find themselves facing a game play mechanic that could ruin their week or month, just like the rest of us.

So it takes time and resources to gather voodoo? It does, but does it not take time and resources to build a merchant empire that can be sunk by a player or two with few or no ships on the board? Assassin the heck out of their officers and be nigh untouchable? And all a merchant is to do is time spiral and confuse? Maybe a few magpies?

I say implement the suggestion, or something similar, once the details are ironed out.

Along with it though, I re-suggest creating a hidden Pirate's Cove only pirates can use- a place where they can safely harbor a certain amount of goods and a certain amount of fleets based on their fame or pirate honor points or something. All that is kept there is safe from all but other pirates, and ships would only be vulnerable when making resource runs. You could have a lot of fun with that- even allow goods in the cove to be traded among pirates, for those having trouble running goods. Most notorious pirate would be governor of the cove, and it would only show on the map if you are a pirate. There is more that can and has been said on the topic of a pirate's cove...

This would allow a way for true pirates to protect a certain amount of voodoo casting ability based on their notoriety as a pirate, and all others would be more vulnerable.

Humbly submitted...

~TH~
“When we remember we are all mad, the mysteries disappear and life stands explained.” ~ Samuel Clemens
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Re: Voodoo changes

Postby William one eye » Fri Feb 02, 2018 7:11 pm

Voodoo can only be cast from a port that does not produce the required resource
So if to cast Hostile natives you need cotton and rum. You cannot cast from a port that produces cotton or a
port that produces rum, but if you have enough cotton and rum together in a different port, you can cast.

I can see this being a problem for defense. If you are mainly a non voodoo player and someone
casts a bunch of voodoo on you and you want to clear, what happens if you don't have the resouces.

This will also be a problem for new players that don't have the infrastructure to move the resources.

If this was implemented I would like to see some sort of allowance given to new players.
like no resources needed to cast under the x number of turns used.

I would also think a very good addition to this would be a resource indicator in the voodoo chest.
So if you highlight a curse it informs you how many of each resource it would require to cast every curse you
have on hand.

so If I have 20 purifies and I highlight purify, It says for example - casting 20 purify will require 2,000 food and 3,000 iron.
So that I make certain I have that in stock somewhere.

An alternate to this is my casting points suggestion.

I could also see a hybrid combination of the two being very effective.

Casting Points
viewtopic.php?f=4&t=4130

Spoiler: show
This is designed to limit the profitability of pure witch doctor game play without having a significant effect on other play styles.
A player will earn points by naval activity.

In order to gain full voodoo casting access, players would have to put assets at risk by performing naval movement tasks.

The current turn system will function exactly as it does now.
To cast most types of voodoo, casting points as well as turns will be required

for example to cast a Fugitive from Justice
it would require 8 turns and 8 casting points to cast.

turn investment cards, in order to not make these cards to expensive
I suggest. they only require the casting points to use the card
and not for the investment.

for example to cast a call the kraken
it would require 3 turns and points.
then you would only need to invest turns.


Casting points-

New players earn 2 casting points per hour, until they have used 1000 casting points.

after that

Earned 1 per hour - up to 200

can buy double storage earns 1 per hour up to 400

can store maximum of 600 casting points

Note - at this point I am still suggesting players earn casting points over time.
alternately - if we were given more turns to work with, I would eliminate this.
Non Merchant players will need to use a fair amount of turns to earn casting points.
This is pretty restrictive for raiders.


Earning additional casting points



By battle -

earn 5 casting points per plunder win
earn 5 casting points per skirmish win
earn 15 casting points per ship capture

by trade

earn 1 casting points per every 2,500 crates delivered
earn 1 casting points per every 100s gold bar delivered

time spirals only affect turns

voodoo that does not require points to cast.

npc voodoo

pacifisim
coastal patrol
coastal piracy

aid voodoo

buried treasure
generosity
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Re: Voodoo changes

Postby D00T » Fri Feb 02, 2018 7:20 pm

Thanks WOE
God is dead. Long live the machine.
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Re: Voodoo changes

Postby William one eye » Fri Feb 02, 2018 7:31 pm

some additional comments from me.

the combination or this and casting points would prevent the use of Iron Golems by witch doctors to stock ports
for casting.



I have mixed opinions on this, and feel it could be overly restrictive for the following reasons
it will hurt true pirates
it will hurt very new players (unless they get exception)
it will hurt players that do not typically cast voodoo - as they may be unprepared if they get attacked.



if contract shipping gets implemented this will not be effective block for witch doctors, just an additional cost to do business.
although contract shipping would solve the issue for pirates and new players
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Re: Voodoo changes

Postby ChaIbaud » Fri Feb 02, 2018 9:31 pm

Sir Thalius Hayle wrote:Players that enjoy raiding merchants and wreaking havoc in ports and nations via the witch doctor game play will likely always disagree with any added mechanism that makes it harder to do so or even limits their ability. I think it a good thing they may find themselves facing a game play mechanic that could ruin their week or month, just like the rest of us.

So it takes time and resources to gather voodoo? It does, but does it not take time and resources to build a merchant empire that can be sunk by a player or two with few or no ships on the board? Assassin the heck out of their officers and be nigh untouchable? And all a merchant is to do is time spiral and confuse?
~TH~

Witch doctor players as they have been called don’t care of the severity of their attacks. When I cast voodoo to be a nuisance, it’s not to sink ships. It’s to make them take time out of their gameplay to start up their fleets again. This suggestion obviously limits voodoo to a playing field run by merchants. Turns have always been the most unifying source of limitation to each person playing this game; thus, an imbalancing of a system that works with few outliers would in turn shift the playing field totally towards one direction. Think of how many updates or suggestions favor merchants because they make up a large portion of the player base. Though they are a majority the development team usually keeps a head in their shoulders and stops mob rule. Implementing this at its current, uncertain, unspecific state with no slack for those who need it- like I addressed earlier as did WOE- would hurt the game in the vision of curbing a few witch doctor players
PM me any complaints (10M gold coin wire fee is mandatory).
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