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Witch doctor limitation

PostPosted: Tue Jan 23, 2018 7:15 pm
by William one eye
This is designed to limit the profitability of pure witch doctor game play without having a significant effect on other play styles.



This is a proposal to create a dual turn system designed to limit casting without risk. This to be achieved by adding a new set of turns for casting use only.

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


Action turns would be our current turn system.
and these turns could no longer be used to cast most voodoo.

Casting turns would only be able to be used to cast voodoo.


Action Turns - uses current system
Earned 1 per ten minutes - up to 200
can buy double storage - earns 1 per 10 min up to 400
can buy double rate
can buy 50 turns, 100 turns, 200 turns for credits
can store a maximum of 600 action turns



Casting Turns -
Earned 1 per hour - up to 150
can buy double storage earns 1 per hour up to 300
can buy 75 turns for 7 credits, 150 turns for 20 credits
can store maximum of 450 casting turns


Earning additional casting turns

By battle -

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

by trade

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


Exceptions to this rule would be certain voodoo where
you could select to either use casting or action turns.
before casting

turn voodoo.

turn voodoo could be toggled.
Death poker - If you are gambling for casting turns
you use and earn casting turns
If you are gambling for action turns
you use and earn action turns
self sacrifice - you can only give casting turns for casting turns or action turns for action turns.

time spiral - select casting or action - defaults to attack casting turns.
On casters end - Uses what ever type of turns you are attacking

loose

-2 - 4 casting turns

-4 - 7 action turns



For casting turns you can only receive 15 successful self sacrifice casts per 24 hours.


npc voodoo

pacifisim
coastal patrol
coastal piracy

aid voodoo

buried treasure (could be test voodoo - maybe not )
generosity


If admin felt this system gives to many total turns,
my suggestion is to reduce the action turn storage limits
to

150, 300 (double) and 450 (double plus buy)
and reduce the purchase turn for credit lot sizes and prices.

Re: Witch doctor limitation

PostPosted: Tue Jan 23, 2018 7:46 pm
by DezNutz
So how would time spiral work?

Re: Witch doctor limitation

PostPosted: Tue Jan 23, 2018 8:00 pm
by PFH
DezNutz wrote:So how would time spiral work?

-2 - 4 casting turns AND

-4 - 7 action turns

EDIT: or even make it a dual to do either action turn damage or cast damage as a choice

2nd EDIT: I think Skirmish should earn less turns because you can hit more fleets than what plunder could overall. Maybe around 3 or 4 turns?

Re: Witch doctor limitation

PostPosted: Tue Jan 23, 2018 8:27 pm
by William one eye
Harlock wrote:
DezNutz wrote:So how would time spiral work?

-2 - 4 casting turns AND

-4 - 7 action turns

EDIT: or even make it a dual to do either action turn damage or cast damage as a choice

2nd EDIT: I think Skirmish should earn less turns because you can hit more fleets than what plunder could overall. Maybe around 3 or 4 turns?


edited added time spiral in.


Uncertain about the skirmish.
First it is skirmish wins. As you don't always know the fleet setup that you will be hitting, it is not a guaranteed win unless you are using heavy ships,
or doing a lot of homework.

The purpose of this is to encourage players that want to cast voodoo to move ships on the water.
if you park some sotls in a port and hit until you have earned all your casting points, you will now have some decent ships with danger on them.
Otherwise you will have to hunt for light fleets that you can beat with less valuable ships

Re: Witch doctor limitation

PostPosted: Tue Jan 23, 2018 8:59 pm
by PFH
William one eye wrote:
Harlock wrote:
DezNutz wrote:So how would time spiral work?

-2 - 4 casting turns AND

-4 - 7 action turns

EDIT: or even make it a dual to do either action turn damage or cast damage as a choice

2nd EDIT: I think Skirmish should earn less turns because you can hit more fleets than what plunder could overall. Maybe around 3 or 4 turns?


edited added time spiral in.


Uncertain about the skirmish.
First it is skirmish wins. As you don't always know the fleet setup that you will be hitting, it is not a guaranteed win unless you are using heavy ships,
or doing a lot of homework.

The purpose of this is to encourage players that want to cast voodoo to move ships on the water.
if you park some sotls in a port and hit until you have earned all your casting points, you will now have some decent ships with danger on them.
Otherwise you will have to hunt for light fleets that you can beat with less valuable ships

I understand, but over time through my experience as a pirate and skirmisher on the top skirmishers, only a few people have actual good escorts and the rest are easy targets from just a 3 Brig of War fleet or a 1 frig and 1 cutter fleet. Just experience alone teaches who to hit and not to hit from skrimishing. Not really so much "Homework" as is the experience of the battle in my opinion.

EDIT: Kingmarz is a great example to use. He is new, and is already on top 10 when he runs only brigs and cutters I believe. Heavy ships aren't really necessary to get good at skirmishing.

Re: Witch doctor limitation

PostPosted: Tue Jan 23, 2018 9:06 pm
by ChaIbaud
I just don’t see how this solves the problem addressed. I personally think if you have a grudge against someone just put up a bounty because the only 3 out are lovingly given to Harlock.

Re: Witch doctor limitation

PostPosted: Tue Jan 23, 2018 9:10 pm
by PFH
chal wrote:I just don’t see how this solves the problem addressed. I personally think if you have a grudge against someone just put up a bounty because the only 3 out are lovingly given to Harlock.

Bounties only work when you put a big sum on the table, and that isn't always guaranteed. Some people don't always have the guts to Time Spiral Charles Vane or Admiral Nelson.

Re: Witch doctor limitation

PostPosted: Tue Jan 23, 2018 9:16 pm
by William one eye
I understand your point. That is how a good skirmish player operates.
Anyone who is doing enough skirmishes to know what targets to hit and not to hit from memory, is doing enough action on the water
to not be the concern of this function.


The design is to allow any player to get casting points if they are willing to work for it.
For some players it will not be hard to get the points.
Most established merchants will get their full points easily,
as will players that already skirmish and plunder on a regular basis.

Re: Witch doctor limitation

PostPosted: Tue Jan 23, 2018 9:27 pm
by PFH
Well, you have my +1 :) I hate it when a large chest player with only a few cutters decides to hit a guild and make them pay creds to get them to stop harassing new players with voodoo. :D :D

Re: Witch doctor limitation

PostPosted: Tue Jan 23, 2018 10:24 pm
by DezNutz
I'm on the fence.

An extra 150-450 turns for players to potentially use. That provides a great benefit to raiders.