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Opposing Card to Fugitive from Justice

PostPosted: Thu May 16, 2019 5:58 pm
by Banger
It seems only logical to me if there is a card that causes extra danger to be compiled on a player that there should be a card that would allow me to increase my danger reduction in the same manner. This would help with those fleets where you stack hundreds of danger on and only get a reduction of 24 per day. Now, perhaps this should be stackable in 3 like FFJ is but I will leave that up to the minds far more smart that I am. Just trying to get some discussion going on this.

Re: Opposing Card to Fugitive from Justice

PostPosted: Thu May 16, 2019 6:27 pm
by Admiral Nelson
-1.

If this was a thing, folks richer then the average folk - If not average folk would just purchase these cards in bulk and be invincible. Which could also head down the path to "Pay to play".

Afraid to get lit up? Afraid someone will cast dreaded voodoo on you? Go play Farmville or Viva Pinata. :)

Re: Opposing Card to Fugitive from Justice

PostPosted: Thu May 16, 2019 6:33 pm
by PFH
Admiral Nelson wrote:-1.

If this was a thing, folks richer then the average folk - If not average folk would just purchase these cards in bulk and be invincible. Which could also head down the path to "Pay to play".

Afraid to get lit up? Afraid someone will cast dreaded voodoo on you? Go play Farmville or Viva Pinata. :)


Im afraid what nelson says is right. People wouldnt have to worry about time between ports for trade and would boost their incomes ridiculously.
-1

Re: Opposing Card to Fugitive from Justice

PostPosted: Thu May 16, 2019 9:27 pm
by Banger
Good stuff, things I hadn't considered. I still think there needs to be a solution to danger decay. 1 danger decay per hour is pretty brutal.

Re: Opposing Card to Fugitive from Justice

PostPosted: Thu May 16, 2019 9:35 pm
by Magnus the red
What about an extra danger loss every two hours? It would decrease the effectiveness but still put the player on the boards just less often

But i prefer not to have it at all

Re: Opposing Card to Fugitive from Justice

PostPosted: Thu May 16, 2019 10:05 pm
by Dmanwuzhere
a big bundle of hideouts is just what you are looking for :D

Re: Opposing Card to Fugitive from Justice

PostPosted: Thu May 16, 2019 10:09 pm
by Magnus the red
Dmanwuzhere wrote:a big bundle of hideouts is just what you are looking for :D

+1 :D

Re: Opposing Card to Fugitive from Justice

PostPosted: Thu May 16, 2019 10:28 pm
by Most Lee Harmless
There are solutions to excess danger. The biggest bar to speedy danger reduction is having an excessively strong fleet. The best danger reducer is getting hit. So wiser heads might consider making their hit fleets less intimidating for potential cleaners. Getting hit may seem less ego-boosting but follow the Rule of Three and profit is still high enough.
But you can also send them fishing or salvaging while danger ebbs away. Or TF them and let them trade a bit and hopefully meet a kindly cleaner on their travels. Or use Hideouts as suggested.

Re: Opposing Card to Fugitive from Justice

PostPosted: Thu May 16, 2019 10:51 pm
by Shadowood
-1
Hideout card is already in the game. This reduces danger. Very expensive way to reduce danger. (I only use on MoW if need be)

But I agree with Danik. When you hit with fleets that are in turn able to be hit back, your danger will go away soon enough.

One common fella who happily clears my danger all the time is CDV.

The other strategy is to hit with ships you don't care about, if you carry lots of ships and your sink chance is high. You can run up danger as high as you want. After 10 - 15 hits the ship is sunk and boom, no more danger. ;) Sloops and SoW at good to use in this case.

Re: Opposing Card to Fugitive from Justice

PostPosted: Thu May 16, 2019 11:34 pm
by Banger
Wow I completely overlooked hideout, oops lol. I still think a card that would allow a tick down of 2 per hour wouldn't be too op. Maybe if it only affected stationary fleets so as to not make faster port movement or trading an issue