Merchant/Pirate discussion

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Re: Voodoo/Plunder System Changes

Postby Shadowood » Tue Jun 02, 2020 11:21 pm

DezNutz wrote:
Shadowood wrote:I suggest than...

THE PURGE

Twice a year, all players are given 3000 turns for 24 hours. All ships in hideouts are removed and must be fleeted. All players have 24 hours prior to event to prepare as best you can for the purge. After the purge is done, there will be 30 days of no FFJ or HN's only Skirmishes.



Subtle.

Why not call it Man-of-Warpalooza? That's the actual intent of that.


:D :D :D :D

I'm giving you 24 hours to prepare. Come on! What more do you want?
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Re: Merchant/Pirate discussion

Postby DezNutz » Tue Jun 02, 2020 11:23 pm

I'm surprised no one else picked up on it. Too busy complaining about being raided I guess.
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Re: Voodoo/Plunder System Changes

Postby sXs » Wed Jun 03, 2020 12:40 am

Shadowood wrote:
DezNutz wrote:
Shadowood wrote:I suggest than...

THE PURGE

Twice a year, all players are given 3000 turns for 24 hours. All ships in hideouts are removed and must be fleeted. All players have 24 hours prior to event to prepare as best you can for the purge. After the purge is done, there will be 30 days of no FFJ or HN's only Skirmishes.



Subtle.

Why not call it Man-of-Warpalooza? That's the actual intent of that.


:D :D :D :D

I'm giving you 24 hours to prepare. Come on! What more do you want?


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Re: Merchant/Pirate discussion

Postby Noffin » Wed Jun 03, 2020 1:12 am

Just get a plantation, you won't need any fleets and they can't be touched problem solved.
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Re: Merchant/Pirate discussion

Postby Dmanwuzhere » Wed Jun 03, 2020 1:17 am

Noffin wrote:Just get a plantation, you won't need any fleets and they can't be touched problem solved.




but you have to deal with the craziest pirate of all... the advisor
damages or butthurt received in the posting of these words is solely yours and yours alone
if counseling is needed therapist ahben buthert or cryin ferdays is available at the tp kleenex & creme clinic
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Re: Voodoo/Plunder System Changes

Postby Argo » Wed Jun 03, 2020 1:32 am

Shadowood wrote:I suggest than...

THE PURGE

Twice a year, all players are given 3000 turns for 24 hours. All ships in hideouts are removed and must be fleeted. All players have 24 hours prior to event to prepare as best you can for the purge. After the purge is done, there will be 30 days of no FFJ or HN's only Skirmishes.


Yup..love this...lol
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Re: Merchant/Pirate discussion

Postby SilverShadow » Wed Jun 03, 2020 3:14 am

Shadowood's Trader vs Pirate calculation was awesome. Thanks for that.

I'll weigh in so we can see what a typical day of skirmishing is for a pirate with full tech. If anyone cares to know.
I get 38 possible skirmishes per day. I'm guaranteed 70,000 gc per skirmish if I win plus the plunder. Some days I get a lot of escapes and some days hardly any escapes. Sometimes I pick a bad target and I can lose up to 200k+. I get a few of those per day. But a typical day I get 2.5-3.5 million just skirmishing. With my own or joined raids and being around when a another player's voodoo just happens to have a player lit I'm getting away with a lot more, of course. My last billion plundered took me 11 months. So that works out to approximately 3 million per day. Like El Draque mentioned, sometimes I take a day or two off. But I'm able to make up for those missed days, since I'm able to save up to 200ish skirmishes. Then its a matter of turns at that point and it can take an extra day or two to get caught up. Or cost me to buy more turns.
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Re: Merchant/Pirate discussion

Postby SilverShadow » Wed Jun 03, 2020 3:41 am

And by the way. There are traders I avoid now because they have beefed up their fleets. I always stay away from the prickly porcupine Meliva. Well, most of the time. When I do decide to take a chance it's one of those 200k+ loses. So that strategy does work.
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Re: Merchant/Pirate discussion

Postby Padrevaters » Wed Jun 03, 2020 7:24 pm

And finally I have been forced to defleet and abandon the game. All my cards stolen. Some pig faced schmuck appears to be scared. That's good to know that tin pot dictators are might scared of a little voodoo while casting almost twice that voodoo on newcomers. And what was that I heard last of restraining defleeted players from using voodoo? It can't be one rule for players who have been playing for long and another for newbies.

If you had to make that distinction, why bother calling for players. Basically, you have every intention of protecting the stronger players, while the crybaby cries about a little voodoo reaction from weaker players. Note this, CJ
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Re: Merchant/Pirate discussion

Postby Padrevaters » Wed Jun 03, 2020 7:40 pm

I am not surprised that Deznuts, The argonaut, lockreed and xpro have participated in this. I am openly naming and shaming the individuals so as to let the broader community know, that you are not allowed to use a little voodoo against the stronger players while it is ok for the stronger players to be allowed to steal your ships, use voodoo against you and repeatedly harvest you for their growth.

If such is the case, what a bloody waste of my time. Note this too, CJ
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