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New Voodoo Tech - Divination

PostPosted: Fri Dec 09, 2016 10:43 pm
by Shadowood
With the addition of IC Extensions coming in 2017 (I hope), I have come up with an idea that will be role specific in the game. This could be added even before version 2.0 since we have the Academy and Techs already...
See about IC Extensions here. http://www.piratesglory.com/forums/viewtopic.php?f=5&t=433&p=3026

Divination:
This is a role specific tech. For now, I will follow the 3 roles provided in the game. This will force a player to choose which role and voodoo that will benefit them the most. Some may choose a hybrid approach based on their play style.

Before you research lvl 1 you must select a Role: Pirate, Merchant, Nobleman much like when you start the game, but it doesn't have to be the same as when you started.

This tech will get you 1% better roll per level (max 20%) on specific voodoo as it relates/helps the class you have chosen from Voodoo Pack Purchases. You will see that I have chosen 1 Rare, 1 Uncommon and 1 Common card per Role.
In addition per level of this tech you will have a 1% chance of getting any rare card from your daily gift, your wife, and sending to present partner.

Pirate: Increased Voodoo Chance on Ambush, Fugitive of Justice, Advance Piracy.
Merchant: Increased Voodoo Chance on Treasure Fleet, East/West India, Favorable Winds
Nobleman: Increased Voodoo Chance on Hired Diplomat, Charity Donation, Transport Immigrants

I could see a few other classes that would fit into this possibly
Assassin: Assassin, Propaganda, Black Death
Ship-master: Expedition Journey, Tidal Wave, Iron Golem
Shaman: Confuse, Vengeance of Witch Doctor, Time Spiral
Merc: Call Leviathan, Conspiracy, Spy Network

**EDIT** You may change your chosen path once every 30 days and you will not lose your researched tech lvl.

Cost structure I could see something similar to Political Science.

Just an idea. of course some will disagree with the 3 cards I have chosen, but that we can debate about. I would like to know an opinion on the idea in general. As always, thanks for any feedback.

(This could even have a pre-requisite of Witch Hut first since it involves voodoo)
I purposely left out Mindbar and Mastercraftsmen as I believe these cards should remain of high value and hard to get.

Definition of divination. 1 : the art or practice that seeks to foresee or foretell future events or discover hidden knowledge usually by the interpretation of omens or by the aid of supernatural powers.

Re: New Voodoo Tech - Divination

PostPosted: Fri Dec 09, 2016 10:57 pm
by Sebena
-1 because it narrows field of play and it affects players fredom and that is what should be avoided...

Re: New Voodoo Tech - Divination

PostPosted: Fri Dec 09, 2016 10:58 pm
by Shadowood
Wolfie wrote:-1 because it narrows field of play and it affects players fredom and that is what should be avoided...


I disagree as you have a choice to research this tech or not. Right?

In addition, most buy specific voodoo from market when they are missing something. This is just to enhance specific draws from voodoo packs. Not sure how this narrows a play style.

Re: New Voodoo Tech - Divination

PostPosted: Fri Dec 09, 2016 11:06 pm
by Sebena
Shadowood wrote:
Wolfie wrote:-1 because it narrows field of play and it affects players fredom and that is what should be avoided...


I disagree as you have a choice to research this tech or not. Right?


What will happen if I researched it and then decided to switch I bassicly closed doors to other fields of play. It's nice to think about improvments but please avoide things that will limit field of play.

Instead of making it like this why not intergrate it in nation missions and by this choice missions will be generated. For example I'll use assassin class instead of beating 50 points by attacking npc or real players it can be made that using assassin card and killing captain of real players on the list brings 10 points killing admiral 5 points merchant 3 points while going through npc path it take more turns and time since nations listed there will bring 1 point...

Re: New Voodoo Tech - Divination

PostPosted: Fri Dec 09, 2016 11:13 pm
by Shadowood
Wolfie wrote:What will happen if I researched it and then decided to switch I bassicly closed doors to other fields of play. It's nice to think about improvments but please avoide things that will limit field of play.


I understand where you are coming from now...

Re: New Voodoo Tech - Divination

PostPosted: Fri Dec 09, 2016 11:18 pm
by Shadowood
I will edit this post Wolfie - As a suggestion from another came in. How about you are able to switch your chosen profession every 30 days.

That way you are not tied to one forever. Would that work?

Re: New Voodoo Tech - Divination

PostPosted: Fri Dec 09, 2016 11:32 pm
by Sebena
That could work that way you are not closed and you can't just jump in and jump out of chosen path

Re: New Voodoo Tech - Divination

PostPosted: Sat Dec 10, 2016 12:39 am
by Big Brother
I think, while this may be a strategy game, I think enhancing the rpg element may assist with this tech. Rather than making this just a warehouse tech, make it missions for it, once you change nation's, it freezes that mission as "complete". Why not do the same here?

Make it missions that "freeze" once you meet the end, that end being the max buff chance when you buy a pack, or receive a present.

However, you can do a different mission given by the game to change the bonus, by cancelling the old mission.

The bonus would remain until you complete part of the new, receiving a new bonus then.

Re: New Voodoo Tech - Divination

PostPosted: Sat Dec 10, 2016 12:49 am
by Shadowood
Pawnmaster wrote:I think, while this may be a strategy game, I think enhancing the rpg element may assist with this tech. Rather than making this just a warehouse tech, make it missions for it, once you change nation's, it freezes that mission as "complete". Why not do the same here?

Make it missions that "freeze" once you meet the end, that end being the max buff chance when you buy a pack, or receive a present.

However, you can do a different mission given by the game to change the bonus, by cancelling the old mission.

The bonus would remain until you complete part of the new, receiving a new bonus then.


Very interesting idea! I do think that more missions should be included in the game. Some may feel that this suggestion may seem to easy to get a good benefit. I believe that is why Techs cost so much. You must put in the time, effort and resources (gold) to get the bonus. I am very open to missions however as I do think there should be more of them.

Re: New Voodoo Tech - Divination

PostPosted: Sat Dec 10, 2016 1:44 am
by Big Brother
Every nation has real history, usually a civil war of some form, good and bad times, if you have these missions use a generalized format (nation specific could be too much work) and make them roughly the same, if not more difficult, toughness as the marquess missions (which require considerable time if not on mission, in the sidelines prepping) This could be feasible as a mission series for a title of some form.

That title could give those bonuses. When you change nation you lose titles, if you changed paths here, you'd lose the bonus.

Good for thought