Hostility System Expansion: Offensive Voodoo

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Re: Hostility System Expansion: Offensive Voodoo

Postby Shadowood » Thu Jan 12, 2017 9:20 pm

Captain Jack wrote:
We can even set different hostility penalties per card if you are worried of a general rule.


Now that could be very interesting.
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Re: Hostility System Expansion: Offensive Voodoo

Postby Donald Trump » Thu Jan 12, 2017 9:23 pm

Captain Jack wrote:
We can even set different hostility penalties per card if you are worried of a general rule.


I think that would be a very difficult task. Maybe do by rarity.

Common: +2
Uncommon: +3
Rarity: +5

Something along those lines?
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Re: Hostility System Expansion: Offensive Voodoo

Postby Haron » Thu Jan 12, 2017 9:43 pm

It should be an easy task, as long as it is a law suggestion, voted on by the council. There has to be a max, though, of course.

I'm still not sure if this is a good idea, but I think it should be fairly easy to implement if it's decided upon.
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Re: Hostility System Expansion: Offensive Voodoo

Postby William one eye » Thu Jan 12, 2017 9:45 pm

I thought I posted these two comments - but now I do not see them, so I am posting again.

Nation could vote for the cards they want to be hostile and then vote in the hostility penalty with limitations or caps as suggested earlier


Would this be applicable to port action voodoo?
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Re: Hostility System Expansion: Offensive Voodoo

Postby Haron » Thu Jan 12, 2017 9:52 pm

I say clearly NO to port voodoo!

In fact, I think any undercover voodoo should be exempt too. How can one gain hostility if not caught in the act?
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Re: Hostility System Expansion: Offensive Voodoo

Postby Maha » Thu Jan 12, 2017 10:39 pm

Captain Jack wrote:
Haron wrote:Is this thought through well? Because I can see some weird effects.

For instance, if a lone player (Avery, Valar and Vane comes to mind) wants to massively attack a nation, they can do so, then use some Diplomats to remove their hostility and join that nation, making hitting them very expensive for their target.

Also, this makes it even more important for a team to have players in several nations, to be able to attack those they need to.

There's also the matter of defining "hostile voodoo", as has been discussed several times. In a weird situation, even Ambush can be used to help a target (Ok, that IS a weird situation, but it's possible).

The first point will make hiring people more relevant, and the second point is something we've long been doing, so I guess the T'zak Ryn will benefit from this, though! :-)


We can even set different hostility penalties per card if you are worried of a general rule.

can we let the receiver of the voodoo decide whether it is offensive or not? each message that voodoo is received comes with an "click this box when it's a hostile act". this will give the receiver some satisfaction as well. (Ha, i take revenge, i give him lot's of hostility, puh!)
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Re: Hostility System Expansion: Offensive Voodoo

Postby J. price » Thu Jan 12, 2017 11:36 pm

Maha wrote:can we let the receiver of the voodoo decide whether it is offensive or not? each message that voodoo is received comes with an "click this box when it's a hostile act". this will give the receiver some satisfaction as well. (Ha, i take revenge, i give him lot's of hostility, puh!)


you would have to put a time limit on it then if you proceeded your way. otherwise you could just "stock up" on available hostility for a player that has cast voodoo on you.

the major problem i see with that is a person waiting to see if the attacker joins their nation and then they basically have the option to kick them out if there is over 75 hostility worth saved up
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Re: Hostility System Expansion: Offensive Voodoo

Postby Meliva » Thu Jan 12, 2017 11:46 pm

perhaps another thing that could factor in is anyone on your guild/friend list when using voodoo on you it is automatically considered friendly, and if an enemy casts it is considered harmful. of course we have no idea if someone has us in their enemy list. so I suppose that would not be a viable option.
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