VUDU vs. MERC - Ceasefire Treaty

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Re: VUDU vs. MERC - Ceasefire Treaty

Postby Sir Thalius Hayle » Fri Jan 05, 2018 6:16 pm

William one eye wrote:
Stan Rogers wrote:
Banger wrote:Only problem here is that you can farm voodoo from inactives relatively cheap.


I think that would be a minor, short term problem due to availability of magpie's and big accounts that could be 'farmed"


I dont know if i like the magpie idea or not,
Will need to think on it a bit,
But this would resolve the farming concern,

What if magpies had an avenge effect, that also tied to ship count. So the player would both need to have cast on you, and have no ships or very few ships

Or maybe be under a minimum base value of ships


I like the idea that was put forward that voodoo turns be separated from regular turns, and that voodoo turns are earned through cargo deliveries and battle.

Pair this with the magpie suggestion and you have voodoo casting tied to activity at sea, and a way to retaliate where it counts. Perhaps an avenge effect on the magpie card would mitigate the issue of excessive farming of inactives.
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Re: VUDU vs. MERC - Ceasefire Treaty

Postby Banger » Fri Jan 05, 2018 6:17 pm

Not to mention the fact that the odds of us encountering another witch doctor the likes of xProx is about the same as Shadowood winning People's Sexiest Man Alive.
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Re: VUDU vs. MERC - Ceasefire Treaty

Postby Shadowood » Fri Jan 05, 2018 6:18 pm

Banger wrote:Not to mention the fact that the odds of us encountering another witch doctor the likes of xProx is about the same as Shadowood winning People's Sexiest Man Alive.

:( :( :( :( :(
:o: :o: :o: :o: :o:
:D :D :D :D :D
I don't fear death. I look forward to it with great anticipation. For then I will met God face to face and let him know that I stole his Man of War!!!
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Re: VUDU vs. MERC - Ceasefire Treaty

Postby Jack Teach » Fri Jan 05, 2018 6:19 pm

Banger wrote:Not to mention the fact that the odds of us encountering another witch doctor the likes of xProx is about the same as Shadowood winning People's Sexiest Man Alive.

You sound as if you had some interaction with the man that may be inappropriate to say the least...
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Re: VUDU vs. MERC - Ceasefire Treaty

Postby Banger » Fri Jan 05, 2018 6:22 pm

Capt. Jack Teach wrote:
Banger wrote:Not to mention the fact that the odds of us encountering another witch doctor the likes of xProx is about the same as Shadowood winning People's Sexiest Man Alive.

You sound as if you had some interaction with the man that may be inappropriate to say the least...


There was a blonde wig and some of Vane's rum... that is all I am saying.
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Re: VUDU vs. MERC - Ceasefire Treaty

Postby Sir Thalius Hayle » Fri Jan 05, 2018 6:23 pm

Shadowood wrote:Agreed. There are cards already designed to lock down a witch doc. Confuse, Time Spiral, Magpie.

You just need to be consistent and vigilant in your ability to lock this player down. Of course they come back like a bad case of the HERPES but you just start over again.


Correct me if I'm wrong, but I thought the issue was that there was no significant way to harm a witchdoctor type player due to no assets being seriously exposed? Compare the harm one "witchdoctor" can do to a player with fleets to the harm that player can do to the witchdoctor with no ships and a huge voodoo chest- it is unbalanced. I don't think anyone would have a problem with a witchdoctor play style if there was a meaningful way to retaliate.

Or am I missing the mark?
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Re: VUDU vs. MERC - Ceasefire Treaty

Postby Dmanwuzhere » Fri Jan 05, 2018 6:25 pm

I know this guy who knows a guy that knows this guys cousins sisters aunts uncle whos brother is friends with this one guy that has a turtle and they say he will sell you a video but it could just be a rumour :D
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Re: VUDU vs. MERC - Ceasefire Treaty

Postby Jack Teach » Fri Jan 05, 2018 6:28 pm

Dmanwuzhere wrote:I know this guy who knows a guy that knows this guys cousins sisters aunts uncle whos brother is friends with this one guy that has a turtle and they say he will sell you a video but it could just be a rumour :D

:D
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Re: VUDU vs. MERC - Ceasefire Treaty

Postby Shadowood » Fri Jan 05, 2018 6:29 pm

Sir Thalius Hayle wrote:
Shadowood wrote:Agreed. There are cards already designed to lock down a witch doc. Confuse, Time Spiral, Magpie.

You just need to be consistent and vigilant in your ability to lock this player down. Of course they come back like a bad case of the HERPES but you just start over again.


Correct me if I'm wrong, but I thought the issue was that there was no significant way to harm a witchdoctor type player due to no assets being seriously exposed? Compare the harm one "witchdoctor" can do to a player with fleets to the harm that player can do to the witchdoctor with no ships and a huge voodoo chest- it is unbalanced. I don't think anyone would have a problem with a witchdoctor play style if there was a meaningful way to retaliate.

Or am I missing the mark?


Not missing the mark one bit. Just describing the current way to lock out a WD so he/she doesn't harm you.

I don't think a re-work of Magpie is the way to go. In a sea faring game I believe most everything should revolve around ships. Players should own ships. I do think One Eye's idea has some legs. Separate turns into Voodoo turn and Regular Turns. You must plunder or skirmish to earn more Voodoo turns. Still thinking on this and I know One Eye is working on a larger more polished suggestion (with some other players insight as well)
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Re: VUDU vs. MERC - Ceasefire Treaty

Postby Dmanwuzhere » Fri Jan 05, 2018 6:30 pm

Sir Thalius Hayle wrote:
Shadowood wrote:Agreed. There are cards already designed to lock down a witch doc. Confuse, Time Spiral, Magpie.

You just need to be consistent and vigilant in your ability to lock this player down. Of course they come back like a bad case of the HERPES but you just start over again.


Correct me if I'm wrong, but I thought the issue was that there was no significant way to harm a witchdoctor type player due to no assets being seriously exposed? Compare the harm one "witchdoctor" can do to a player with fleets to the harm that player can do to the witchdoctor with no ships and a huge voodoo chest- it is unbalanced. I don't think anyone would have a problem with a witchdoctor play style if there was a meaningful way to retaliate.

Or am I missing the mark?


And what system is in play for undercover voodoo to tip your scales in your favor?
None you cant stop 1000 or 1 undercover card which can do way more damage than most voodoo due to the cost of influence
but I dont see rules being made to change or unearth that to conform to the rules of self centered ideas
which would mean you support it and therefore do not wish to see it changed
but witchdoctors lol now they are evil lol too funny man. :D
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