New plunder type: Voodoo Card (Small)

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Do you want this suggestion to be approved?

Yes please.
22
63%
No thanks.
11
31%
I am neutral on this.
2
6%
 
Total votes : 35

Re: New plunder type: Voodoo Card

Postby Vane » Fri May 05, 2017 6:00 pm

People seem to overlook this only works when the last ship is plundered... a full fleet of 5 ships is not easy to plunder in masses.. takes hours and rounds of FoJ to do so.

The easy route is taking one fleet in which case you only lose one card.

This by dramatic standards affects those sailing single or double ship fleets (myself and very few others) much more than any merchant.

Again, being the most affected and still being for it should create some things for the rest of you to consider.
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Re: New plunder type: Voodoo Card

Postby Admiral Nelson » Fri May 05, 2017 6:00 pm

Sir Henry Morgan wrote:From a trader's point of view, I will beefing up my treasury to not only protect trade fleets, but a bit of that rare voodoo. This will increase the plunder bounties, too.

Raising the stakes - I like it.


I do like my steak rare!

Wait... You mean stake... God dammit... I am hungry..

+1 to your comment.
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Re: New plunder type: Voodoo Card

Postby Mugiwara » Fri May 05, 2017 6:05 pm

this suggestion will effect lone wolves more than others. if you are in a big guild you may get help from your friends so you wont lose all of your ships but if you are in a smaller guild or even trying to play lonely you can easily lose all your ships and plus your rare cards. i believe it may need some restrictions.
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Re: New plunder type: Voodoo Card

Postby sXs » Fri May 05, 2017 6:12 pm

Mugiwara wrote:this suggestion will effect lone wolves more than others. if you are in a big guild you may get help from your friends so you wont lose all of your ships but if you are in a smaller guild or even trying to play lonely you can easily lose all your ships and plus your rare cards. i believe it may need some restrictions.


I dont think restrictions needed. As Sir Henry Morgan stated, merchants will need to boost on hand gc, also.... this will bring back into play the escorted trade fleets. You don't want to risk losing it all, then protect you traders with Flag Galleons or others. This brings several dynamics back into play that were discussed in other threads.
Last edited by sXs on Fri May 05, 2017 6:15 pm, edited 1 time in total.
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Re: New plunder type: Voodoo Card

Postby Dmanwuzhere » Fri May 05, 2017 6:13 pm

Mugiwara wrote:this suggestion will effect lone wolves more than others. if you are in a big guild you may get help from your friends so you wont lose all of your ships but if you are in a smaller guild or even trying to play lonely you can easily lose all your ships and plus your rare cards. i believe it may need some restrictions.


Since it is supposedly aimed at guild play the first restriction would be no guild no consequence or loss. But due to the fact that is not its actual intent that will not be implemented.
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Re: New plunder type: Voodoo Card

Postby Mugiwara » Fri May 05, 2017 6:18 pm

you didnt get my point. im trying to say we have some players who playing lonely or in a small guilds with only a few members in it. increasing gold at hand will help but how long? i m tracking port battles and i saw in a few days 2-3 players who playing lonely targeted and hitted a lot of times and they barely survived(actually attackers stopped to hit more or they would definitely lose ships.) with this suggestion it may open some gameplays but on the other hand it will be end of other gameplays.
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Re: New plunder type: Voodoo Card

Postby sXs » Fri May 05, 2017 6:24 pm

Mugiwara wrote:you didnt get my point. im trying to say we have some players who playing lonely or in a small guilds with only a few members in it. increasing gold at hand will help but how long? i m tracking port battles and i saw in a few days 2-3 players who playing lonely targeted and hitted a lot of times and they barely survived(actually attackers stopped to hit more or they would definitely lose ships.) with this suggestion it may open some gameplays but on the other hand it will be end of other gameplays.


Those who choose to play "lone wolf" made the choice to disavow the protections a guild offers.

"The choices we make dictate the life we lead". applies here
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Re: New plunder type: Voodoo Card

Postby Maha » Fri May 05, 2017 6:31 pm

Since it is supposedly aimed at guild play the first restriction would be no guild no consequence or loss. But due to the fact that is not its actual intent that will not be implemented.[/quote]
enlighten us, what is Captain Jacks real intent? :xx
Mugiwara wrote:you didnt get my point. im trying to say we have some players who playing lonely or in a small guilds with only a few members in it. increasing gold at hand will help but how long? i m tracking port battles and i saw in a few days 2-3 players who playing lonely targeted and hitted a lot of times and they barely survived(actually attackers stopped to hit more or they would definitely lose ships.) with this suggestion it may open some gameplays but on the other hand it will be end of other gameplays.
lone rangers have this disadvantage already, this suggestion does not change that. most are well aware of their choice to be outside a functioning guild. we all are free to live with the consequences of our actions.

i believe that CJ likes players to join a guild, think about the starter missions to that end), Guilds and nations stimulate sense of community and that is good for the game. but we are free to play differently. the same as how we set up our fleets, the game favors a small ship as tail, but we are free to put a MOW there. :)

freedom of choice does not mean that all choices are equal or equally rewarded.
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Re: New plunder type: Voodoo Card

Postby Haron » Fri May 05, 2017 9:29 pm

Since this only takes effect when the very last ship in a fleet is stolen, I doubt this will affect large merchants in guilds very much. This will make it more dangerous for them to keep lots of ships outside of fleets, perhaps, but then again, a "ravage" card may end up costing the same as an average "rare" card anyway, so maybe ravaging for this won't be worth it.

Being a large merchant without a guild, however, will become dangerous. Complete defleeting of such players may become a viable strategy. So joining a guild will become even more important than before.

It will also make running small fleets (one or two ships) more dangerous, perhaps. I fear I do not see the full implications of this suggestion yet. What is the purpose behind the suggestion? I'm still undecided about this one.
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Re: New plunder type: Voodoo Card

Postby Most Lee Harmless » Fri May 05, 2017 10:29 pm

I am surprised that ravage has been ill-valued in the market for so long : it is an excellent rare card itself that can serve a number of useful purposes already.
Frankly, if one of my fleets gets wiped out, I'm far more concerned about that than losing a voodoo card....
-1 : Move to archive.
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