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
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Total votes : 35

Re: New plunder type: Voodoo Card

Postby DezNutz » Mon Sep 25, 2017 3:17 pm

PFH wrote:
DezNutz wrote:
PFH wrote:Tactics are what prevent a player from defleeting. Fugi and hostile natives and other surprises can manipulate that. Also, Ravage and disfavor and ambush can also be used to prevent defleeting. Of course, this would cost more to the initial attacker, so some math would have to be calculated whether they want to risk the chances and the costs of the casts.

You can render most things useless of you know how to do it.

Want to increase credit prices and make bribe cards and other profit cards more expensive? Buy credits abnormally in the market.

Want to have 50 ships or less to lower the chances of losing a level off of your tail? Have only a weak war fleet and a few cutter scout fleets.

Want to lower the chances of a player from casting more voodoo at you? Confuse and MB them.


You obviously have never defleeted while being hit with voodoo, It's pretty easy.


It depends on the situation. If your fleets have 2 danger and you have an active fugitive on you, that 2 danger will stay for 24 hours and will take 1-2 hours after the fugitive is gone to reduce the fleet to 0 danger if the fugitive is timed right. 2 hostile natives and a fugitive will do the trick in keeping danger on your fleets.


Doesn't depend on anything. The likelihood of a player having more than 9 danger on a trade fleet that is being lit up is pretty close to nil. Even with Ffj people tend to attack trade fleets that are on the plunder board, because they are easy targets and easy money. So any danger they do have won't last very long. Even with disfavor, a trade fleet will still be zero'd out after being hit. Trade fleets stop/pause when plundered so the only danger they receive after the first plunder is from FfJ. That's a max of 3 per hour.

For fleets with a danger rating of 1 or 2, you can still remove all ships from the fleet except one of them. Furthermore, the second the fleet gets attacked, the danger rating goes to zero and you can remove the last ship or all ships.

Defleeted with ease.
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Re: New plunder type: Voodoo Card

Postby Shadowood » Mon Sep 25, 2017 3:21 pm

DezNutz wrote:
You obviously have never defleeted while being hit with voodoo, It's pretty easy.


You are speaking of just 1 fleet correct?
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Re: New plunder type: Voodoo Card

Postby Grimrock Litless » Mon Sep 25, 2017 3:21 pm

My only fear is someone stealing a player's fleet just to get their voodoo, a few mindless few, would do that, as a merchant its very very very easy to start losing ships to plunder or sunk, the main point of this would just make it harder for merchants to fight back pirates when currently it already is very hard and costly.
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Re: New plunder type: Voodoo Card

Postby PFH » Mon Sep 25, 2017 3:22 pm

If you sell the ships, it would be hard to start to rebuild them back up. You have had this experience before.

I do understand your point, but that cannot be avoided for the formula. I cannot make it impossible to avoid, or that would be problematic and unbalanced.

Like anything in Pirates Glory, you can avoid a lot of things and each avoided thing has a win and a loss. It might be minor and close to insignificant, but it still exists.
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Re: New plunder type: Voodoo Card

Postby DezNutz » Mon Sep 25, 2017 3:26 pm

Shadowood wrote:
DezNutz wrote:
You obviously have never defleeted while being hit with voodoo, It's pretty easy.


You are speaking of just 1 fleet correct?


No, not just 1 fleet. Don't take the ease of defleeting to mean that you won't suffer losses.
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Re: New plunder type: Voodoo Card

Postby PFH » Mon Sep 25, 2017 3:26 pm

Grimrock Litless wrote:My only fear is someone stealing a player's fleet just to get their voodoo, a few mindless few, would do that, as a merchant its very very very easy to start losing ships to plunder or sunk, the main point of this would just make it harder for merchants to fight back pirates when currently it already is very hard and costly.


This is not meant for just merchants. It is applied to all players with their voodoo chest and auctions specifically. Having more ships just makes you more likely to get hit than a pirate. Those are the obvious risks of being a trader and all traders know and accept it. Any player with fleets can be targeted, both pirates and merchants alike.

Also, having a ship sunk does not apply to the formula. Only when a ship is stolen. With your large numbers of ships, you have a higher chance of ships being sunk rather than being stolen. Therefore in result, chest being slightly safer.
Last edited by PFH on Mon Sep 25, 2017 3:31 pm, edited 2 times in total.
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Re: New plunder type: Voodoo Card

Postby DezNutz » Mon Sep 25, 2017 3:31 pm

PFH wrote:If you sell the ships, it would be hard to start to rebuild them back up. You have had this experience before.


Not really hard to rebuild and Yes, I've rebuilt from zero more than once.
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Re: New plunder type: Voodoo Card

Postby PFH » Mon Sep 25, 2017 3:34 pm

DezNutz wrote:
PFH wrote:If you sell the ships, it would be hard to start to rebuild them back up. You have had this experience before.


Not really hard to rebuild and Yes, I've rebuilt from zero more than once.


Well, you've had experiences with it multiple times, so you know how to do things.

The point of this is to make voodoo chests not entirely safe if put in auction or if you have a MB up to stop magpies. It's impossible to steal voodoo without magpie.
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Re: New plunder type: Voodoo Card

Postby Shadowood » Mon Sep 25, 2017 3:34 pm

PFH - I like your thought process on this. However, I would not change the original suggestion by CJ. In which you must get to the last ship in the fleet to get a Voodoo card.

As stated by others, a simple raid on a merchant would yield no Voodoo card plunder. It would take hours and hours of active Fugi to get to last ship in fleet. Really only "inactive" players get completely and truly "Defleeted"

If you are doing a plunder of Capital Ships, you will be spending multiple rare cards, but to get 1 back is an added gift.

This doesn't really hurt merchants as it much as someone running a few fleets. It is a great suggestion by CJ and one that I hope gets added soon.
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Re: New plunder type: Voodoo Card

Postby PFH » Mon Sep 25, 2017 4:40 pm

I just want to prevent players from storing their voodoo in the market to prevent their rare cards from being taken. This solves some of that issue, but not entirely.

In my opinion, I agree with nelson talking about how to make sure your enemy gets a useless rare voodoo card instead of a good rare card.

However, this suggestion does not completely prevent a player from using the market to store the cards. It only includes them as part of the chest of the player to make the total chest counted.

This was directed at inactive players as well. A lot of players of the past have huge chests, but no one wants to touch them because of the chances of getting a worthwhile card are slim to nothing.

This was not intended for merchants, but for every player in Avonmora, active and inactive.

Getting to the last ship would take a long time, as stated by Shadowood and would only be most useful to players attacking inactives.

This idea was to enable the targeting of all players to make it equally risky for each player's chest as an alternative to CJ's idea or as a way to help perfect CJ's idea.

In my opinion, active players would still be safe even with the original idea set active.

That is what I was thinking when the thought struck my mind: Can every player, both inactive and active, be targeted equally under the same formula? Yes they can, and it provides balance to the plundering of Avonmora.

Just my thoughts. Thanks for the input everyone. :y
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