May ruffle some jimmies with this one

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Re: May ruffle some jimmies with this one

Postby sXs » Tue Mar 13, 2018 6:49 pm

Captain Jack wrote:This is too vague and general to be considered a suggestion so I moved it to discussion thread instead.

When you want something changed, you need to list the reasons in detail and be specific to the problem. Or else you can never hope to get the necessary attention to it by the development team.

Since anyone may have a simple idea or will, like this one, but not everyone can be in a position to properly create a suggestion, the discussion thread should be preferred instead. In this way, other players can help out in evolving an idea to an actual suggestion.


I am not well versed in these types of suggestions. I was hoping someone would help develop the idea.
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Re: May ruffle some jimmies with this one

Postby Captain Jack » Tue Mar 13, 2018 6:58 pm

The important is to start with the actual problem.

Undercover for example is a core card ability and it is quite hard to remove it altogether. If you have a specific issue, then you should mention which this is as it is easier to deal it in a single card. This alone, makes this post more of a good candidate to start a discussion thread.

Black Death and Transport Immigrants are irrelevant to the undercover issue but very relative to the idea that you want the ability to see the casting history of a player. This again makes this post a good candidate for the discussion topic.

Generally, 90% of the topics started (by everyone - including myself) in Suggestions are more suitable for this thread. I am just taking the chance provided to give further insight. A good example is what I did today with the long post about population growth and consumption; it needed a discussion topic first. I violated the common sense just for speed as I explained there.

Back to your post, to put first things first, some cards only have value because of the undercover ability. Imagine the value of Pirate Tales for example. Or Antagonize card which I assume that is still underused, even after we added undercover to help it out.

As for the history idea, this sounds like a huge counter. What would an Assasin say to this (where is this Valar Morghulis when you need him?). What I mean, is that it might mess with a lot of strategies out of retaliation fear. My first instinct is against to everything that limits strategies. So, I really need to know your problems for suggesting this. So I will be able to come in your shoes and ponder the pros and cons of it.
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Re: May ruffle some jimmies with this one

Postby sXs » Tue Mar 13, 2018 7:41 pm

Problem. No defense to some undercover voodoo, specifically, Conspiracy and Black Death. The cards attack a nation in whole and nations have no defense capabilities. i.e. Minfbar, Countercurse.

Now I am not advocating for the removal of these cards, only suggesting a possible counter.

There are several options that could be implemented.

Option #1
New Card

Name: Double Agent
Turns: 8(up for debate)
Effects: Reveals last 20 cards cast be target.
It does not reveal the target of the cards cast nor does it reveal outcome(success, failure etc)

Now simply casting this card does not give you the whole story, but only a piece. It does not reveal positively who cast, unless you cast on every player in PG.

Problem #2

Black Death and Transport Immigrants have the same effect percentage wise. Yet the price for each is significantly different. Currently 3.4 cr for Black Death 5.3 cr for transport immigrants. I know this strategy is being, or has been applied in the past, by some. They load up on both cards. Cast a bunch of Black death on a nation knowing they will rebuild their population. Then they list the Transport immigrant cards for high prices knowing the nation they just attacked will buy them.

Solution

Two possible solutions #1 change the effect percentage of the cards. Maybe change Black death to .5 or .75% of population. #2 Increase the turns required to cast Black Death. Maybe an exponential accumulation. 0-10 cast on a single nation 5 turns each. 11-20 casts 6 turns 21-31 8 turns and so on.

Another solution to all the above issues is to eliminate TI and BD and remove the undercover nature of Conspiracy. That is not a defense in any way, but it does allow for retaliation at a minimum.

And one last possible solution. Let nations buy, sell and cast cards much like individuals. A nation store of cards that can be purchased by a nation. This would require nations be allowed to acquire credits. This is a whole new line of changes. Maybe a national bank that can trade credits

Example;

UK Council member proposes allocating 50 million GC from treasury to purchase credit. National Banker(which would be a voted or assigned position) then puts in an order for credits much like other banks do now. Once acquired a nation must vote on the release of credits to buy voodoo.

There needs to be some balance in nation play like there is in individual play. Nation can be the target of voodoo yet can not retaliate as an entity. It is up to the individual citizens in a nation to retaliate.

Undercover nation cards are a blight on the game. They get used as retaliation for individual actions and a whole group suffers for it. Because of both the nature of the cast(on a group/nation as opposed to an individual, and the undercover nature of the cards, makes it impossible to plan for, defend against, or retaliate.

There are several nation enhancement coming which I think will change the landscape of game play. "NATION" enhancements means more attacks against nations with no defense possibility.

Just asking for the same balance in nation play as there is in individual play.
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