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(Rare) Voodoo Idea, Forbidden Anchor
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Posted:
Wed Jun 01, 2016 2:33 pm
by Grimrock Litless
Name : Forbidden Anchor
(Rare)
(20 Turns)
(2 hours)
Can only cast on your own fleet.
Only one can be cast on your fleet per day.
Target fleet cannot travel and dodge enemy ship's fire, but defend 50% better.
(If it is already traveling, the travel is stopped and the time does not tick[Availability timer is stopped])
(Iron Scantling and Double Hammocks is 50% better, and the role chance is 25% better.)
Re: (Rare) Voodoo Idea, Forbidden Anchor
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Posted:
Wed Jun 01, 2016 6:29 pm
by Bmw
Guluere wrote:Name : Forbidden Anchor
(Rare)
(20 Turns)
(2 hours)
Target fleet cannot travel and dodge enemy ship's fire, but defend 50% better.
(If it is already traveling, the travel is stopped and the time does not tick[Availability timer is stopped])
(Iron Scantling and Double Hammocks is 50% better, and the role chance is 25% better.)
forbidden anchor sounds more like its not supposed to stop (aka it's not supposed to anchor)
Re: (Rare) Voodoo Idea, Forbidden Anchor
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Posted:
Wed Jun 01, 2016 6:43 pm
by ChaIbaud
A few logical flaws like how the crew's morale will be higher if they have been mysteriously anchored and are being attacked and how the probability to hit will increase if they do not have the mobility to maneuver across the territory they are battling in. I guess it doesn't have to make sense but just a better name maybe..
Re: (Rare) Voodoo Idea, Forbidden Anchor
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Posted:
Wed Jun 01, 2016 6:46 pm
by Grimrock Litless
Its a Anchor that shouldn't be used, its danger is greater then its gain but it could be used in situations.
Also I forgot to stat that you can only cast on self.
Re: (Rare) Voodoo Idea, Forbidden Anchor
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Posted:
Wed Jun 01, 2016 6:49 pm
by Colton
Name : Forbidden Anchor
(Rare)
(24 Turns)
(2 hours)
Curse-Ship
Can only cast on your own fleet, and only one can be active at any given time. One cast per day is permitted.
Target fleet cannot travel to a new location, but may continue on any current routes at a reduced speed of 75%. The ship will appear on the nearest port's Plunder-list. The probability to dodge enemy ship's fire is reduced by 75%, but the target fleet defends 50% better.
More ideas: this card may only be used when danger rating is x or above. Use this card if you are afraid of ships being taken or something of the sort.
Re: (Rare) Voodoo Idea, Forbidden Anchor
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Posted:
Thu Jun 02, 2016 3:58 am
by Colton
Colton wrote:Name : Forbidden Anchor
(Rare)
(24 Turns)
(2 hours)
Curse-Ship
Can only cast on your own fleet, and only one can be active at any given time. One cast per day is permitted.
Target fleet cannot travel to a new location, but may continue on any current routes at a reduced speed of 75%. The ship will appear on the nearest port's Plunder-list. The probability to dodge enemy ship's fire is reduced by 75%, but the target fleet defends 50% better.
More ideas: this card may only be used when danger rating is x or above. Use this card if you are afraid of ships being taken or something of the sort.
Actually, scratch this post. I like the idea of the voodoo, but it seems like too much..
Re: (Rare) Voodoo Idea, Forbidden Anchor
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Posted:
Thu Jun 02, 2016 1:52 pm
by PhoenixKnight
MMM. I would say, Forbidden anchor should be more of you cannot dock at a specific port for X hours where X is the number of 5 turns you invest. or for 24 hours or so.
if it is part of trade route, your ships is stuck around the port accumulating danger.
We can add also Forced Dock, which prevents ships from leaving port and losing Danger for a specific period.
May be add Customs agent, Where it collects a hefty value from you and if you cannot pay, your ship either loses a level or seized and sold to shipwright.
Re: (Rare) Voodoo Idea, Forbidden Anchor
![Post Post](./styles/pirates/imageset/icon_post_target.gif)
Posted:
Thu Jun 02, 2016 2:55 pm
by Colton
PhoenixKnight wrote:We can add also Forced Dock, which prevents ships from leaving port and losing Danger for a specific period.
I like this idea