Voodoo/Plunder System Changes

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Re: Voodoo/Plunder System Changes

Postby Meliva » Wed Jun 03, 2020 12:18 am

sXs wrote:
Sir Henry Morgan wrote:If Mana is used to cast voodoo, would it benefit a pirate if turns were once again unlimited for combat, or would this upset balance?


I am not sure mana would replace turns for casting, i think it may be an additional measure needed to cast. Those are some of the questions to be worked out and the reason for the hold on section #3 for now.


I think it might be neat to have a sort of spread for lack of a better word. Some cards will be more turn heavy, with little mana needed, while some will be mana heavy, and maybe a few special cases of one being purely turn or pure mana. I feel like it should be dependent on the card and it's purpose.(self sacrifice for example, I feel should be turn heavy, mana light, while a card like say, Voodoo storm, the opposite.).

That's assuming mana is even implemented, though I do like the idea.(again, biased as I'm a sucker for fantasy stuff :D)
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Re: Voodoo/Plunder System Changes

Postby Kangaroo » Fri Jun 05, 2020 4:50 am

When I read this OP it felt that the outcome was more likely to limit pirates than witch doctors.
Despite never having played as a pirate for more than a few weeks I am very anti anything that limits piracy.

Pirates can be defended against if you are willing, a combination of diplomacy, defensive voodoo, trade fleet makeup, a good mix of war fleets afoat and a willingness to to retaliate apropriate typically works best.

I feel this limits 20 pirates for every witchdoctor it impacts

Far simpler to make FOJ a 2 hour card instead of 24 and remove stacking from HN
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Re: Voodoo/Plunder System Changes

Postby sXs » Fri Jun 05, 2020 5:02 am

Kangaroo wrote:
Far simpler to make FOJ a 2 hour card instead of 24 and remove stacking from HN


That would basically make FFJ useless. Would be far better to cast HNs which pops fleets as soon as the hit a port. FFJs with a two-hour limit means you have to wait two hours for 1 hit instead of simply waiting for the fleet to dock for 1 hit.
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Re: Voodoo/Plunder System Changes

Postby Dmanwuzhere » Fri Jun 05, 2020 9:28 am

El Draque wrote:
If you will indulge me with a fictitious scenario:

Player A comes in, does their missions, and starts trading for the next year they build their hideout, do tech research, build war fleets and trade fleets searching daily for the right ships, buying them off the markets getting officers, making friends, making enemies. After that year that person has spent countless hours watching, learning, building, buys credits when he/she can and goes through 1 billion GC doing so.

Player B comes in, makes two little fleets, buys some voodoo, spends 5 million GC, has been playing for a two weeks and starts attacking player A


In your scenario player A must not have put much time effort or cash into fleet build up if a two million dollar fleet from a newb can clean him out.
even with folks who dont log in daily it takes quite awhile to defleet a player totally and almost impossible for 1 person to do.
most clean outs require a portion of the community to achieve due to the time it takes for ffjs to work.

i have saved many a player from a clean out some were friends some were due to invisible lines my "enemy"
sometimes it was my own thoughts of right or wrong dictating it
sometimes it was i didnt like the caster who was going to profit
and of course in some cases it may have been a friend

if your own circle will allow it and the community in general will allow and participate in it
and a 2 week old newb with a fleet that cost 2m wipes a years worth of work away... you did it wrong
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Re: Voodoo/Plunder System Changes

Postby Kangaroo » Fri Jun 05, 2020 11:15 am

sXs wrote:
Kangaroo wrote:
Far simpler to make FOJ a 2 hour card instead of 24 and remove stacking from HN


That would basically make FFJ useless. Would be far better to cast HNs which pops fleets as soon as the hit a port. FFJs with a two-hour limit means you have to wait two hours for 1 hit instead of simply waiting for the fleet to dock for 1 hit.


Typically the two are used together?
Not fussed if 4 hours makes it fairer, I've only used the card defensively, and defended against it so am no expert

This is already an overly complex game, feels like this just makes it more so, the learning curve for new players is already tougher than ideal
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Re: Voodoo/Plunder System Changes

Postby sXs » Fri Jun 05, 2020 4:35 pm

Kangaroo wrote:
sXs wrote:
Kangaroo wrote:
Far simpler to make FOJ a 2 hour card instead of 24 and remove stacking from HN


That would basically make FFJ useless. Would be far better to cast HNs which pops fleets as soon as the hit a port. FFJs with a two-hour limit means you have to wait two hours for 1 hit instead of simply waiting for the fleet to dock for 1 hit.


Typically the two are used together?
Not fussed if 4 hours makes it fairer, I've only used the card defensively, and defended against it so am no expert

This is already an overly complex game, feels like this just makes it more so, the learning curve for new players is already tougher than ideal


I have never cast the two together. It is an either or. one for a quick gold raid, one for ship raids.
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Re: Voodoo/Plunder System Changes

Postby Haron » Fri Jun 05, 2020 7:08 pm

It is often very advantageous that HNs and FFJs last 24h, without going into too much detail.

Also, they are sometimes used together, to make the target first light up at the top of the hour, then hit all his fleets, then hit him again after his fleets reach port and light up again.
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Re: Voodoo/Plunder System Changes

Postby Argo » Fri Jun 05, 2020 8:12 pm

Haron wrote:It is often very advantageous that HNs and FFJs last 24h, without going into too much detail.

Also, they are sometimes used together, to make the target first light up at the top of the hour, then hit all his fleets, then hit him again after his fleets reach port and light up again.


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