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Voodoo cards revision

PostPosted: Sat Aug 10, 2013 11:45 am
by Captain Jack
Hi,

Based on your experience so far, feel free to suggest any tweaks that you think the voodoo cards need. We can change anything, turns, rarity, effects - even remove/add cards (no more than 3 new cards - this should focus into updating existing ones to the best balance possible). If you can, add reasoning.

Use bold letters for the voodoo name, then write your suggested tweaks below like this:

Call Leviathan
Reduce turns cost to 8 or at least 12
It is a rare card and the high turn cost make it a bit awkward in use.


You are also invited (important) to comment on other player's suggestions, either to promote or demote them. Definitely use arguments in such cases in order to create a high level discussion. My input will be scarce here; We might already have some ideas in mind but this is your own game after all - you play it more than we do and we really want to hear YOUR feedback.

Re: Voodoo cards revision

PostPosted: Sat Aug 10, 2013 1:43 pm
by SSR
Iron Golem
Could you make it give only the resources needed to build a ship e.g Iron,wood, tools and cotton?

I got 1 or 2 of them (through the presents feature) and that was by the time I already had like 20 LMMs. Last time it gave me tobaccos... I don't think that's noob friendly.

Treasure Fleet
Any chance that card could be stackable?

It's duration will end 4 hours before I'm going to be able to stop my fleet. By the time I login I'm going to be on the plunder board. I want to be able to cast it again while I'm online to extend it's duration.

Re: Voodoo cards revision

PostPosted: Sat Aug 10, 2013 9:50 pm
by Juicypotato
ruby ring and ruby necklace

This is an old card but when new player's start out i like to get them a couple credits to bid on ruby ring's and necklaces for the governor's daughter. It would be much better if it was player number and ignores all defenses. That way i can give it to them without having them to wait.

Re: Voodoo cards revision

PostPosted: Tue Aug 13, 2013 6:05 pm
by Lefty
I believe someone suggested the idea long ago, here is another try.........

Scurvy
Common
1 turn
Instant
Target Specific ship.
Reduce Crew to zero.

I also compromise....Reduce Crew to 5

Re: Voodoo cards revision

PostPosted: Tue Aug 13, 2013 7:43 pm
by Shaydo
I'd have to go against that one, makes a ship susceptible to tidal wave.

Re: Voodoo cards revision

PostPosted: Mon Sep 02, 2013 7:54 am
by Captain Jack
-I like the Scurvy card suggestion; we will keep this for the future though where crew will play a bigger role.

-Treasure Fleet becoming stackable won't solve the problem you are mentioning; Stacking cards do not add up time. If you are going to waste an extra card to ensure you won't run out on time, you may as well cancel the ongoing one and cast a new one right away. Same as some players do with favorable winds.

-Iron Golem: Agreed

-Ruby Necklace/Ring: As this feature is not intended for a complete newbie (As there are far better options to spend their turns) we will do not want to encourage it. Furthermore, think of your own turn cost as well. Finally, make sure than you never use the market as a way to "pass" cards in any way.

Re: Voodoo cards revision

PostPosted: Mon Sep 02, 2013 2:35 pm
by Juicypotato
i never give them my ruby ring cards, i usually give them a couple of credits so they can bid on some already listed. I mean there's almost always ruby ring/necklaces for sale and if there's none listed i'm not giving them my ruby rings. :lol: