Shaman at Sea: Bringing Back Naval Combat (Large)

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Re: Shaman at Sea: Bringing Back Naval Combat

Postby Sir Henry Morgan » Mon Nov 06, 2017 4:06 am

Here's the original list I first thought should only be cast from a fleet - as skirmish and plunder both now offer a means for naval combat, it adds a 'required ritual' to casting voodoo.

Antagonize
Assasin
Booty Master
Call Leviathan
Call the Kraken
Hostile Waters
Pirate Tales
Sabotage
Swarm of Worms
Taxation
Thieving Magpie

I also had a list I thought would work well for both fleet casting and traditional casting, and of course, voodoo that only works traditionally.
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Re: Shaman at Sea: Bringing Back Naval Combat

Postby Charles Vane » Mon Nov 06, 2017 4:13 am

Only notable one I see missing is "Chains of Justice" fall under both traditional and ship, or just ship?
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Re: Shaman at Sea: Bringing Back Naval Combat

Postby Sir Henry Morgan » Mon Nov 06, 2017 4:27 am

I think that one could be both, but very effective from the ship....
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Re: Shaman at Sea: Bringing Back Naval Combat

Postby Sir Henry Morgan » Mon Nov 06, 2017 5:07 am

I will update the first post later - but here's another feature I would consider for voodoo being cast via fleets/ships:

It should have an increased success rate against defensive voodoo due to the ritual required to load it into a fleet.

Say 50% chance to penetrate mindbar and 25% chance to get past countercurse?
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Re: Shaman at Sea: Bringing Back Naval Combat

Postby Charles Vane » Mon Nov 06, 2017 5:11 am

Sir Henry Morgan wrote:I will update the first post later - but here's another feature I would consider for voodoo being cast via fleets/ships:

It should have an increased success rate against defensive voodoo due to the ritual required to load it into a fleet.

Say 50% chance to penetrate mindbar and 25% chance to get past countercurse?


If this were to be added I would think 25% to penetrate mindbar and 50% for countercurse. Reason being is Mindbar already offers a 25% chance the curse gets through. Giving it another 50% would mean the chance to penetrate would be 75%.
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Re: Shaman at Sea: Bringing Back Naval Combat

Postby Sir Henry Morgan » Mon Nov 06, 2017 5:22 am

Aye- I meant that instead of 25% chance of getting through a mindbar, a fleet launched curse has a 50% chance.
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Re: Shaman at Sea: Bringing Back Naval Combat

Postby Charles Vane » Mon Nov 06, 2017 5:30 am

Got ya, so fleet launched is an additional 25% to penetrate MB for a total of 50% and a 25% chance to penetrate countercurse.
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Re: Shaman at Sea: Bringing Back Naval Combat

Postby Sir Henry Morgan » Mon Nov 06, 2017 3:02 pm

First post updated.
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Re: Shaman at Sea: Bringing Back Naval Combat

Postby Shadowood » Mon Nov 06, 2017 4:08 pm

Not sure I am fully on board with this suggestion just yet. I would first like to see Ship Specialization be released and how that will affect battles and fleet make up.

There are some very great ideas in that thread that could alter the game in a big way. Dungeness and Vane both had ideas that stuck in my mind.

After that comes out and is fully tested I could see something like this. Still pondering this very solid idea SHM. Nice job
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Re: Shaman at Sea: Bringing Back Naval Combat

Postby sXs » Mon Nov 06, 2017 10:17 pm

I like the direction of this.

Would Blacklist be an option for a fleet based card to be cast against a fleet as well?

I am thinking of the combination of this with fleet based treasuries.
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