Ahoy all,
Proposal
We need a small redesign to the voodoo/plunder system.
Why?
Because current system creates some problems, like the following:
-Players with no ships/considerably weaker ships cannot be contained.
-In contrary, players with strong/fleets can.
-A player with 0 ships can harass anyone at minimal cost and there is no way to actually stop him.
-Ship plundering is so hard and prone to a gazillion of defenses which makes even the attempts a very rare case.
Lessons Learned
-Skirmish system works as intended and is successful. A skirmish attack is not agitating players because it has fair rules and a limit in its nature. Since the limit is relevant to fleet size, it is also considered balanced.
-Fugitive of Justice and Hostile Natives are considered too powerful and the source of most problems. Most of the players consider this type as a serious offense and they react accordingly.
Things to keep in mind
-Rules that are written somewhere but are not specifically mentioned are not a good practice as they make the learning curve steeper. Since we want to correct this in order to welcome more newcomers, we will need to avoid this in anything new we create from now on. We also need to make current rules more obvious or removed.
Plunder Rules
Plunder rules, while simple as a concept, can be challenging for most. You can find the current Plunder Rules here:
https://s2.piratesglory.com/?page=help&action=plunder
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.
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%.
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.
Suggestion #2-c
We could also detach the Ransom (gold coins bounty) amount from gold at hand.
We can calculate it based on a fixed amount per fleet. Like 50k + 10% of tail.
You can't pay it, you start losing.
Alternatively, the bounty amount could play a role. When people hit a fleet, would see the bounty offered by the fleet owner. Fleet owners could have a reason to offer higher bounties. Perhaps this could grant a protection of DR accumulation for specific fleet (like -1 danger per 25k offered and minus danger allowed).
Witch Doctors
Witch Doctors have always been a problem in the game. A lot of problems arise from this. What is most annoying here in my opinion, is that you are unable to defend against them. Therefore we might need to issue some changes here.
Suggestion #3
Ship Power concept
We already have a way to calculate ship power and this is the gross value of the ships you sail. This can play a role in an upgrade to the whole voodoo system.
For every 1 million of gross value, you will have 1 Ship Power. This will be calculated hourly.
Voodoo Points concept (mana)
Voodoo cards, except of turns cost will also have mana cost. The mana will be adjusted by:
1)Turns
2)Voodoo
3)Ship Power
Ship Power will also define the maximum amount of mana you can store at every moment.
Let's see an example:
A card example:
Fugitive of Justice will require 8 mana to use and 3 turns.
Your mana pool (maximum mana stored):
200 (Basic Pool) + Ship Power
So, someone with no ships, will have a mana pool of 200.
Someone with 200M worth of ships, will have a mana pool of 400.
How mana is generated:
1 mana per hour
1 mana per Ship Power per day, distributed hourly
So, someone with 200M worth of ships, will get (is 200/24 = 8.33) 8 + 1 = 9 mana per hour. So, in 44 hours he will get his mana pool from 0 to max 400.
Someone with 500M worth of ships would get 500/24 = 20.83 = 21 + 1 = 22 mana per hour. So he would need 31 hours to fill his mana pool of 700.
Ship Power Modifier:
When casting a voodoo, we can also use ship power modifiers.
This can either prevent casting against players with big difference in ship power or to increase cost when casting against such targets or even better, both.
Ship Power Difference (SPD) = Target Difference - Your Difference
Here is an example:
SPD > 500 AND your SP is less than 200M = No cast is possible.
Which means that if your target's ships are worth 600M, you will need at least 100M worth of ships to target him.
However, if your target's ships are worth 1B, you will still be able to attack him with 200M worth of ships.
Additionally, we could use extra cost for ship cost modifiers:
For ever 100 SPD diffence, mana cost is increased by 1, maximum double the original cost.
This should also reflect the difficulty of attacking a much larger opponent than you.
The original mana cost for cards will be the current turn cost, however we will reduce the turn cost for all cards.
Based on the above suggestions, let's see how reality will be shaped:
Someone with 0 Ships will not be able to touch anyone with ships gross value greater than 500.
Someone with 200 Ship power (200M gross value), will be able to attack anyone.
When someone with 200 SP casts a FoJ against someone with 600SP, he will pay 8+4 mana = 12 mana per FoJ
This means he will be able to cast a total of 33 FoJ before his mana pool is depleted.
With the addition of new cards, even techs/buildings etc for mana, we will be able to control better the voodoo.
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CONCLUSION
The mana system will definitely need a lot of side up suggestions, like cards suggestions. However a basic system that is not too restrictive should precede and we can continue from there, after we got first hand experience. Therefore the numbers given are intentionally relaxed, in order to make the initial launch as less impactful as possible and build from there. Of course, you can suggest numbers for both initial launch and later on.
A good example is the mana generation, which, as proposed now, is very generous.
The aforementioned suggestions do not need a long time of implementation. Their impact however is big.
The Dev Team Coordinator DezNutz will guide this conversation in order to reach a valid ground of what can implemented now and what can wait.