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Voodoo Cards Expansion

PostPosted: Wed Jun 27, 2018 4:29 pm
by Captain Jack
Ahoy all,

We have some interesting ideas we want to share with you, regarding voodoo cards. First of all, there is already a great ongoing discussion about Witch Hut and the ability to create Legendary Voodoo. This is not relative with that feature. This is a different expansion.

I will list the ideas here. This is the preliminary phase of them. After the discussion here reaches an acceptable level, I will personally compile a list of suggestion based on what we discuss here. You will be able to give us feedback then, what you want or not then. During the discussion, doo not focus on approving or disapproving what you read but instead focus on what we can improve and how.


New Voodoo Ability: Lootable
Voodoo cards with this trait, can be looted. The looting will take place during PvP Plunder only (not skirmish).
We will need to define the rules for this. It should not be a free perk (you should invest/achieve something to get this ability) and it should have a success percentage (ability to improve it too).

New Voodoo card availability type: Droppable
We already have the following availability types:
Boosters only
Presents only
Boosters and Presents
Non Available any more
You can check current availability status of each card here

So, we will add one more: Droppable

Droppable cards will be rewarded when you beat a Military Convoy NPC fleet.
Here you can read the initial idea about this


New Cards

There is a necessity to get more cards going. This will stabilize and balance the game more. The more different cards out there, the better for the game in every aspect. We will then add the new type and ability to new and existing cards to control the balance of the game.

New cards ideas

While we have a vast array of posted ideas, most of them are not ideal. Still, you could help in getting the most out of already posted ideas.

For this round, we will mostly need cards that can be used on allies. Either in war or peace. We need to improve this part of the game. Limited effects in battle or trading are welcome. Since some cards can be only available through NPC battles, we could even design some cards that would be suitable to "farm for them". Newer players will benefit from this, as they will be able to put their turns in good use or benefit more while doing the initial missions.

At some point in the near future, we will need to revise and improve ships combat. With ship abilities coming, we could find some ideas to fit with these.

Finally, some cards could be destined to be used in Plantations, to help the life of the plantation owners. Or against other plantations.

Still, the general idea is small effect cards, few turns to use them and cards that require cooperative nature. Perhaps we could create cards that require multiple casters to stack (under a special ability perhaps). This is definitely something to explore.

Again, these are our initial thoughts. Let the discussion... begin.

Re: Voodoo Cards Expansion

PostPosted: Wed Jun 27, 2018 6:10 pm
by TheLoveTiger
My only thoughts on Lootable is the game is trying to reduce players with no ships and casting voodoo, why allow a way for players to lose their stock in battles? I think this could lead to more players ditching ships or reducing battles with each other. I wouldn't leave fleets lit up with hundreds of danger points if I know there is a chance someone could pull cards from my inventory. I am fine with Magpies but another loss like that seems a little excessive.

Re: Voodoo Cards Expansion

PostPosted: Wed Jun 27, 2018 6:23 pm
by Captain Jack
It will combo with the requirement to have a flagship in order to cast voodoo on other players.

Losing your stock should not be as easy though and not all cards will be lootable; we will choose altogether whom to opt-in for such.

As for the rules, we are open to suggestions. Besides percentage based loss, dependable on defender versus attacker special skill/ability we can add more into the mixture.We can add multiple skills/abilities to it.

Before deciding the rules and details, we also need to plan ahead the next day in battles in PG. We want to see more ship battles and we need to find the ways to do it. We got some very interesting ideas, that combos with the proposed expansion. I will unveil this to you after plantations. Till then, we can continue arguments on what we already have.

Re: Voodoo Cards Expansion

PostPosted: Wed Jun 27, 2018 6:36 pm
by Shadowood
My only thought currently is to tie in the percentage of "Lootable" with level of Flagship.

Either level of Flagship or make this an upgradable ability within Flagship and Construction Points. Flagship must be the used to loot voodoo. Any other ship will have zero chance.

This will make Flagship importance even more so. This will make PVP with Flagship even more appealing.

(If a Flagship is stolen, this Lootable ability stays with the ship. So it would be possible to have more then 1 fleet with Lootable capability.)

Re: Voodoo Cards Expansion

PostPosted: Wed Jun 27, 2018 7:17 pm
by sXs
I can think of a few plantation related cards.

POACHING

Cast against a specific plantation owner in a specific port.

Effects: "Poaches" a random percentage of workers to your plantation. 3-7%
card also has a "Boomerang" affect. If cast fails you lose 1% of your workers to the attempted target.

Success failure would depend on some "happiness index" of targets workers compared to your own "happiness index"

Example: Feniks casts Poach on Shadowood in the port of Goroum.

Feniks Worker happiness index at 85%
Shadowood happiness index 92%
Cast fails: Feniks loses 1% of plantation workforce to Shadowood.

#1 This would be even more incentive to maintain a happy work force.
#2 The boomerang effect would be a disincentive, especially for smaller or weaker plantation owners.
#3 No need for a counter card because of the built in "happiness index"

Re: Voodoo Cards Expansion

PostPosted: Wed Jun 27, 2018 7:24 pm
by sXs
Resitance Movement"

Cast on an opposing plantation owner.

Effect

Reduces Happiness Index of tagets workforce by a percentage relative to the total number of turns invested.

Fails if targets workforce has a happiness index above 90%

And of course an opposing card.......

"Unicorns and Rainbows"....... need a name yet

Cast upon your own workforce.

Effect

Raises your happiness index by a percentage based on total turns invested.

Both cards could be capped. 10%? 20%

Re: Voodoo Cards Expansion

PostPosted: Wed Jun 27, 2018 7:36 pm
by Grimrock Litless
I don't really like Lootable or Droppable.

Droppable is like a cheap way of making Military Convoy have more use.

Lootable basically promote little to no ship gameplay with a big chest.

But, since there is still a decision to be made on what voodoo that has those, can't really tell.

Re: Voodoo Cards Expansion

PostPosted: Wed Jun 27, 2018 7:39 pm
by sXs
Rotten Food...... i know this card exists but couldn't think of another name.

Cast on an opposing plantation.

Effect

Stored food supplies goes bad by a random percentage.

Counter would be Bountiful Harvest

Food stores are increased by a random percentage.

Re: Voodoo Cards Expansion

PostPosted: Fri Jun 29, 2018 2:02 am
by Grimrock Litless
After plantation, can we get an UI update before anything else?

You know, cleaning up how to get to pages, the clickable boxes, etc.

Whenever a new update comes, it's like, throwing boxes on top of piles of boxes that is not stacking well and will fall sooner or later.