Voodoo/Plunder System Changes

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Re: Voodoo/Plunder System Changes

Postby SilverShadow » Sun May 31, 2020 4:21 pm

Shadowood wrote: - FoJ and HN's: When these cards are used, you light up a target for the whole system to hit on. If these cards only lit up this player for you or your guild, then again, TURNS will come into play and limit the amount of hits one player could receive. Just a thought.


+1
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Re: Voodoo/Plunder System Changes

Postby DezNutz » Sun May 31, 2020 6:56 pm

Captain Jack wrote:Suggestion #1
I propose a change to the random ransom from 1% to 5% to 2%-4%. This slight reduce, will allow better battle preparations which will result in more large scale attacks.


I agree with CJ. Even though the average is still 3%, the narrower range allows better preparations with a +-1% margin of error compared to a +-2% margin of error. While the margin of error is technically already small, the value of that error can be the difference between a battle and several battles, especially when ransom occurs against more valuable ships.

I do not think this suggestion should be implemented by itself. This should be done to coincide with suggestion 2a and/or 2b.

Captain Jack wrote:Suggestion #2-a
I propose a minimum gold coins bounty, set at 10k.This will work similarly with the max bounty. If your hand is too low, you will still need to pay at least 10k for each lost plunder attack. This will not apply to Skirmishes.

I propose maximum bounty is changed to 150k from 250k.

Advanced Piracy bonus increased to 5% instead of 2%.

Captain Jack did a great break down on this. This will help alleviate the issue with players still being able to hold on to ships with almost no gold coin in purse, because the ransom amount is only 1k.

This could cause some tension with some pirates as they tend to run with low purses, but I think the benefits outweigh this concern.


Captain Jack wrote:Suggestion #2-b
Alternatively, the minimum bounty can be made optional OR adjustable based on Voodoo used. For example, certain voodoo cards could also cast an enchantment on you which will affect this. The enchantment could be dispellable or not.

For example, when you cast a FoJ or against someone, you will get an enchantment on you, lets call it Weak Spot Revealed (WSP). This could have the effect Minimum Plunder Bounty is increased by 2.5k, stack 3, duration 24hours and a new trait called Golden Stack. This trait would allow cards to be stacked by replacing the card that expires first. If we combo this with a starting minimum bounty of 5k, then someone could reach 12.5k after casting 5 of these cards. Numbers are debatable.

I am more favorable of a combination of minimum plunder + voodoo cards as this will has less impact on newcomers.


This is definitely something worth discussion and not necessarily as an alternative to 2a. This or a variation of could be done along with Suggestion 1 and 2a.
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Re: Voodoo/Plunder System Changes

Postby DezNutz » Sun May 31, 2020 7:27 pm

SilverShadow wrote:
Shadowood wrote: - FoJ and HN's: When these cards are used, you light up a target for the whole system to hit on. If these cards only lit up this player for you or your guild, then again, TURNS will come into play and limit the amount of hits one player could receive. Just a thought.


+1


While that's definitely an interesting thought, I don't think this would be feasible without a complete rebuild of how danger works.
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Re: Voodoo/Plunder System Changes

Postby Argo » Sun May 31, 2020 9:06 pm

SilverShadow wrote:
Shadowood wrote: - FoJ and HN's: When these cards are used, you light up a target for the whole system to hit on. If these cards only lit up this player for you or your guild, then again, TURNS will come into play and limit the amount of hits one player could receive. Just a thought.


+1


+1
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Re: Voodoo/Plunder System Changes

Postby The Lamb » Mon Jun 01, 2020 2:46 am

Argo wrote:
SilverShadow wrote:
Shadowood wrote: - FoJ and HN's: When these cards are used, you light up a target for the whole system to hit on. If these cards only lit up this player for you or your guild, then again, TURNS will come into play and limit the amount of hits one player could receive. Just a thought.


+1


+1


+1 What a fantastically simple solve to the issue
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Re: Voodoo/Plunder System Changes

Postby DezNutz » Mon Jun 01, 2020 2:57 am

El Draque wrote:
Shadowood wrote: - FoJ and HN's: When these cards are used, you light up a target for the whole system to hit on. If these cards only lit up this player for you or your guild, then again, TURNS will come into play and limit the amount of hits one player could receive. Just a thought.



+1 What a fantastically simple solve to the issue


Except that it's not.

Using this suggesiton:

If I cast FFJs that's danger from me that only me and my guildmates can see.

It would be safe to assume that other non-guildmembers could still cast FFJs against the player as the ship would only be visible to those who cast.

How is danger handled when someone else who isn't in your guild also casts FFJs?

If I cast and another non-guildmember also casts, if they attack first, does the fleet disappear for me and my guild.



So no, it is far from a fantastically simple solution.
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Re: Voodoo/Plunder System Changes

Postby The Lamb » Mon Jun 01, 2020 3:41 am

Well maybe the issue is that it deals in danger. The reason to cast these is to light up the fleets for attack, so maybe if you replace "increases danger" for "highlights players fleets" on the plunder boards for you and your guild without increasing overall danger of target.

Yes/no?
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Re: Voodoo/Plunder System Changes

Postby sXs » Mon Jun 01, 2020 4:53 am

El Draque wrote:Well maybe the issue is that it deals in danger. The reason to cast these is to light up the fleets for attack, so maybe if you replace "increases danger" for "highlights players fleets" on the plunder boards for you and your guild without increasing overall danger of target.

Yes/no?


Two of the core mechanics in game are danger and influence. Almost all action in-game is based on those two core elements. To play with wording or those calculations or how they are implemented and used requires a rework of a lot more than just 1 cards affects.

CJ has stated this a few times.
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Re: Voodoo/Plunder System Changes

Postby The Lamb » Mon Jun 01, 2020 5:45 am

Ok Fair enough... I just thought Shadow could be on to something.
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Re: Voodoo/Plunder System Changes

Postby Snowy McScruff » Mon Jun 01, 2020 7:58 am

+1
Tying ship power to ability to cast voodoo is a great idea.
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