Casting points
Posted: Wed Jan 24, 2018 4:41 pm
This is an alternate to my suggestion of turn separation. viewtopic.php?f=4&t=4129#p64869
This is designed to limit the profitability of pure witch doctor game play without having a significant effect on other play styles.
A player will earn points by naval activity.
In order to gain full voodoo casting access, players would have to put assets at risk by performing naval movement tasks.
The current turn system will function exactly as it does now.
To cast most types of voodoo, casting points as well as turns will be required
for example to cast a Fugitive from Justice
it would require 8 turns and 8 casting points to cast.
turn investment cards, in order to not make these cards to expensive
I suggest. they only require the casting points to use the card
and not for the investment.
for example to cast a call the kraken
it would require 3 turns and points.
then you would only need to invest turns.
Casting points-
New players earn 2 casting points per hour, until they have used 1000 casting points.
after that
Earned 1 per hour - up to 200
can buy double storage earns 1 per hour up to 400
can store maximum of 600 casting points
Note - at this point I am still suggesting players earn casting points over time.
alternately - if we were given more turns to work with, I would eliminate this.
Non Merchant players will need to use a fair amount of turns to earn casting points.
This is pretty restrictive for raiders.
Earning additional casting points
By battle -
earn 5 casting points per plunder win
earn 5 casting points per skirmish win
earn 15 casting points per ship capture
by trade
earn 1 casting points per every 2,500 crates delivered
earn 1 casting points per every 100s gold bar delivered
time spirals only affect turns
--------------------------------------------------------------------------------------------
original suggestion - It has been suggested this could leave some players
undefenseable.
Time spiral - select attack turns or points - defaults to attack casting points.
On casters end - if you are attacking turns - it uses turns
- if you are attacking points - it uses points
loose
-2 - 4 casting turns
-4 - 7 action turns
removed
---------------------------------------------------------------------------------------------
voodoo that does not require points to cast.
npc voodoo
pacifisim
coastal patrol
coastal piracy
aid voodoo
buried treasure
generosity
This is designed to limit the profitability of pure witch doctor game play without having a significant effect on other play styles.
A player will earn points by naval activity.
In order to gain full voodoo casting access, players would have to put assets at risk by performing naval movement tasks.
The current turn system will function exactly as it does now.
To cast most types of voodoo, casting points as well as turns will be required
for example to cast a Fugitive from Justice
it would require 8 turns and 8 casting points to cast.
turn investment cards, in order to not make these cards to expensive
I suggest. they only require the casting points to use the card
and not for the investment.
for example to cast a call the kraken
it would require 3 turns and points.
then you would only need to invest turns.
Casting points-
New players earn 2 casting points per hour, until they have used 1000 casting points.
after that
Earned 1 per hour - up to 200
can buy double storage earns 1 per hour up to 400
can store maximum of 600 casting points
Note - at this point I am still suggesting players earn casting points over time.
alternately - if we were given more turns to work with, I would eliminate this.
Non Merchant players will need to use a fair amount of turns to earn casting points.
This is pretty restrictive for raiders.
Earning additional casting points
By battle -
earn 5 casting points per plunder win
earn 5 casting points per skirmish win
earn 15 casting points per ship capture
by trade
earn 1 casting points per every 2,500 crates delivered
earn 1 casting points per every 100s gold bar delivered
time spirals only affect turns
--------------------------------------------------------------------------------------------
original suggestion - It has been suggested this could leave some players
undefenseable.
Time spiral - select attack turns or points - defaults to attack casting points.
On casters end - if you are attacking turns - it uses turns
- if you are attacking points - it uses points
loose
-2 - 4 casting turns
-4 - 7 action turns
removed
---------------------------------------------------------------------------------------------
voodoo that does not require points to cast.
npc voodoo
pacifisim
coastal patrol
coastal piracy
aid voodoo
buried treasure
generosity