lol
ok can we get back on topic now?
John rackham wrote:I have my doubts about waiting (for hours?) for the target fleet to appear on the attack list, which would not work for players who can't be online for long stretches. I think the Ambush option is a great idea but should be an instant event.There's really not much to gain from attacking someone with little gold and little ships.
You clearly have a noble heart, sirrah. I have played several games where you get numbers of scumsuckers who specialise in attacking the weakest only - even going to the lengths of deliberately losing fights and fame (or whatever the mechanism) now and then so they don't rise too high, cross some gameplay threshold and get exposed to players who will fight back.Out of the crooked timber of humanity no straight thing was ever made.
John rackham wrote:To give ambushing a downside, maybe:
- I choose a fleet to ambush and hit the button;
- I immediately gain +6 DR for the attack;
- depending on the relative speeds of my fleet and the target, and the time since the target left port, there is a chance that the intercept will fail (if the target has already reached its destination when I ambush failure is certain);
- proportionately to the same speed/time factors, my fleet will be held in port on the plunder list for a certain amount of time;
- then the combat is resolved if the intercept has succeeded.
So I can declare an ambush without having to keep watching the port in real time, but may find it is better to wait for a good target which has only just left port, to minimise my own exposure to attack.
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- depending on the relative speeds of my fleet and the target, and the time since the target left port, there is a chance that the intercept will fail (if the target has already reached its destination when I ambush failure is certain);
- proportionately to the same speed/time factors, my fleet will be held in port on the plunder list for a certain amount of time;
- then the combat is resolved if the intercept has succeeded.
Captain Jack wrote:Danger system is fundamental and we should build around it rather than ignore it as this suggestion implies. While we can play as much as we like with voodoo cards, implementing a system that will ignore danger, for every turn, is not a good idea. I will soon post an idea about guild wars that will give this little extra you currently seek.
The following sub-suggestion:
- Code: Select all
- depending on the relative speeds of my fleet and the target, and the time since the target left port, there is a chance that the intercept will fail (if the target has already reached its destination when I ambush failure is certain);
- proportionately to the same speed/time factors, my fleet will be held in port on the plunder list for a certain amount of time;
- then the combat is resolved if the intercept has succeeded.
will become core of any battle in the future, at an advanced game version.
As a counterproposal, I can suggest a new voodoo perhaps:
Card Name: Ambush
Type: Instant - Fleet
Description: +3 Danger to target fleet