Hostility System Expansion: Offensive Voodoo

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Hostility System Expansion: Offensive Voodoo

Postby Captain Jack » Thu Jan 12, 2017 6:45 pm

All offensive voodoo will bear Hostility penalties.

Our proposal is:
+15 Hostility for successfull Instant Offensive voodoo
+2 Hostility per hour for Enchantments

We could allow nations to compile a list of hostility penalties for every voodoo card via a Law (caps will apply).
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Re: Hostility System Expansion: Offensive Voodoo

Postby Mugiwara » Thu Jan 12, 2017 6:48 pm

I didnt get the +2 danger part? Do you mean +2 hostility per hour for enchantments like foj?
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Re: Hostility System Expansion: Offensive Voodoo

Postby William one eye » Thu Jan 12, 2017 6:56 pm

Captain Jack wrote:+15 Hostility for successfull Instant Offensive voodoo
.


so my friend from IoM is running trade fleets and forgot to assign danger stops so I cast flood on him to disrupt his fleets before he gets raided.
and then I get kicked to pirate?

this is just one example
There are quite a few times when hostile voodoo can be used for good purposes, and good voodoo can be used for bad.

overall I think this could be useful as long as it all got voted in as laws and penalties could be determined by the nation- I would be ok with that
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Re: Hostility System Expansion: Offensive Voodoo

Postby Haron » Thu Jan 12, 2017 6:56 pm

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! :-)
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Re: Hostility System Expansion: Offensive Voodoo

Postby William one eye » Thu Jan 12, 2017 6:57 pm

Mugiwara wrote:I didnt get the +2 danger part? Do you mean +2 hostility per hour for enchantments like foj?



I think he means +2 for every hour you leave the curse active
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Re: Hostility System Expansion: Offensive Voodoo

Postby William one eye » Thu Jan 12, 2017 6:58 pm

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. AGREED - Will

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). Also a very good example - i thought about mentioning this one aslo - Will

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! :-)
Last edited by William one eye on Thu Jan 12, 2017 7:12 pm, edited 1 time in total.
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Re: Hostility System Expansion: Offensive Voodoo

Postby Mugiwara » Thu Jan 12, 2017 7:01 pm

William one eye wrote:
Mugiwara wrote:I didnt get the +2 danger part? Do you mean +2 hostility per hour for enchantments like foj?



I think he means +2 for every hour you leave the curse active


but he said danger not hostility thats why i confused
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Re: Hostility System Expansion: Offensive Voodoo

Postby William one eye » Thu Jan 12, 2017 7:02 pm

Mugiwara wrote:
William one eye wrote:
Mugiwara wrote:I didnt get the +2 danger part? Do you mean +2 hostility per hour for enchantments like foj?



I think he means +2 for every hour you leave the curse active


but he said danger not hostility thats why i confused


ok, i did not catch that.

I agree with your confusion.
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Re: Hostility System Expansion: Offensive Voodoo

Postby Captain Jack » Thu Jan 12, 2017 9:13 pm

I meant hostility. Edited that.
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Re: Hostility System Expansion: Offensive Voodoo

Postby Captain Jack » Thu Jan 12, 2017 9:13 pm

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.
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