Captain Jack wrote:Some questions:
-Player gets to choose when the fleet will cast?
-What happens on defense?
The ship #ID selection should remain the same. So you can ensure your voodoo will only be used against the target you want if engaged, offense or defense. You should also be able to edit this if you want while it is loaded on your ship.
Captain Jack wrote:Some imbalance:
-The defense will become far too easy. When attack needs fleets but defense does not (ie Mindbar/Purify/Serenity/Countercurse) then there is a problem.
I think a piercing effect for all fleet-delivered voodoo balances this
Captain Jack wrote:-If we want to use any of the existing curses, then the following parameters could be considered:
*No turns cost on cast
*Limited cost on load/unload (1 turns load/2 turns if you want to unload)
Imo the loading cost should the casting cost, with no cost to cast at the actual time of use. If you remove the voodoo from fleet you should get some turns back, but not all.
Captain Jack wrote:If one thing deserves to be underlined is that a complete makeover/upheaval is not a realistic thing to ask. We should either expand current system or tweak specifically, in a limited fashion
As I've stated before, in my opinion the ship-to-voodoo disconnect currently holds the biggest potential for improvement in the game. I think improvements on this solid but overly-simple feature is always a good idea. This suggestion allows us to keep all the benefits of voodoo, but replace the downsides with added depth and strategy to the game.
Also one idea, I think player-targeting voodoo success rate should be tied to fleet victory in combat. So for example FFJ, Hostile Natives, Assassin, Ect.. could have a normal success rate on victory, but if your fleet loses the battle then a 50% fail chance or something. This would only be for certain voodoo obviously.