Shaman at Sea: Bringing Back Naval Combat (Large)
Posted: Sat Nov 04, 2017 6:13 am
The objective of this suggestion is simple - more power for ships, and rein in the voodoo war chest.
Our current state: Naval Battles Are Boring
Our current state: Naval Battles Are Boring
- Spoiler: show
We've added nation features, hideouts and gold bars, credit markets, voodoo markets, bank markets, ship markets and other trading, but sea battles have pretty much stayed the same. We have asked and suggested features to eliminate the power of voodoo cards and improve the power and might of ships and fleets. I look forward to seeing ship specialization, flagships, plantations, blockades, even port forts - all to make sea battles more interesting.
I think there is one tweak that if made, will bring interest back to just the common sea engagement, be it a skirmish or a plunder, and all the tools to do it already exist.
The premise: Loading a fleet and/or a ship with a voodoo curse that will be cast if the ship attacks, defends, or delivers it to a destination.
This will strengthen the seafaring aspect of Pirate's Glory while reining in the power of the Voodoo Warchest while making sea combat challenging and interesting.
This will strengthen the seafaring aspect of Pirate's Glory while reining in the power of the Voodoo Warchest while making sea combat challenging and interesting.
The following are the thoughts and ideas for this premise:
1.) The voodoo curse slot shall be on the lead ship. That be where the admiral most likely will be in the fleet, and only makes sense, be there 1 or 5 ships in the fleet.
2.) This slot will only hold one type of curse, but can hold one curse card for each level. In otherwords, a level 5 ship can hold up to 5 curses of the same card - 5 Leviathans, or 5 Time Spirals, but not 1 Leviathan and 4 Time Spirals.
3.) It costs 2 turns to load a curse card and 3 to unload the card. Turns required to cast card are spent upon being triggered, and cannot be loaded. This way, if there are not enough turns to cast the curse, it fails upon being triggered.
4.) Fleets must have 0 DR to load curse cards.
Tweaking of the Curses
Curses that are cast only from Fleet - activated on combat against adversary
- Spoiler: show
Curses that are cast traditionally or from Fleet - activated on combat against adversary
- Spoiler: show
Curses to be Delivered
- Spoiler: show
Additional thoughts and ideas:
- Spoiler: show
As I finish, I present these all as ideas; imagine now, plunder will become more like skirmish, as targets may not be as benign as they appear.
This concept will only enhance the ship specialization, flagship and crew and officer attributes. This opens a whole new world of strategy to naval combat, and reins in the power of the voodoo war chest as it limits the means in which it can be cast.
Voodoo cards are as much a part of PG as ships and fleets; they have simply become too powerful. I see taking part of their power and channeling it through the naval aspects of the game a fascinating prospect.
+1 Feniks I am bringing this back to consideration because parts of this are essential to a larger suggestion being worked on.