new voodoo - Master thief

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new voodoo - Master thief

Postby Yosarian » Wed Oct 28, 2015 3:48 pm

Every strategy within the game should have a weak point which can be exploited or needs to be defended against – Merchants have their trade fleets, Politicians and guilds have their ports but there is no weak point for true pirates – they carry minimal ships for plundering and little in the way of coin on hand for plunder – the results are that they can attack with impunity – their main weapon is voodoo

To counter this I would like to see a new voodoo card introduced that allowed you to deplete a percentage (say up to 50% base on the turns invested) of a players entire voodoo cache – the rub however is that the voodoo would only be effective if the player had no ships in a fleet

As a merchant, this would mean I could identify a pirate who only has 1 or two ships, sink them then attack his voodoo cache – realistically it would require the pirates to keep more ships on hand to avoid this sort of attack which by its nature would make them a more viable traditional plunder target
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Re: new voodoo - Master thief

Postby Roberts » Wed Oct 28, 2015 3:51 pm

-1, 50% of someone's Voodoo would cost a lot of Real-life money... Unfair to pirates.

P.S Pirates do have a side to loose, you guys need to look harder though.
Last edited by Roberts on Wed Oct 28, 2015 3:55 pm, edited 1 time in total.
Civilian:Are you insane? One pirate against trained pirates... Who do you think this man is? God?
My Leader: No. God would have mercy. He won't.
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Re: new voodoo - Master thief

Postby Sebena » Wed Oct 28, 2015 3:53 pm

+1
“The reasonable man adapts himself to the world: the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man.”
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Re: new voodoo - Master thief

Postby Warrior » Wed Oct 28, 2015 4:04 pm

-1

Roberts said it.
Want to trade ships or voodoo cards or whatever, just contact me in-game.
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Re: new voodoo - Master thief

Postby Roberts » Wed Oct 28, 2015 4:05 pm

The ability to wipe/seize even half a voodoo chest : Should never be made, as they are many that have over 10,000 cards in this game : And have paid good money for it, what is to stop you casting 2 cards? So basically they would have one card?
Civilian:Are you insane? One pirate against trained pirates... Who do you think this man is? God?
My Leader: No. God would have mercy. He won't.
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Re: new voodoo - Master thief

Postby Gunder » Wed Oct 28, 2015 5:38 pm

Roberts wrote:The ability to wipe/seize even half a voodoo chest : Should never be made, as they are many that have over 10,000 cards in this game : And have paid good money for it, what is to stop you casting 2 cards? So basically they would have one card?


You would need around 12 cards to get from 10000 to 1. Joking aside, I don't think the IDEA is good, but would be too overpowered. Just taking 10 % would be too much.
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Re: new voodoo - Master thief

Postby Roberts » Wed Oct 28, 2015 5:41 pm

The Stronger players of the game/Pirates themselves, know how they can be hurt : Why nobody does anything about pirates?

* Effort *
Civilian:Are you insane? One pirate against trained pirates... Who do you think this man is? God?
My Leader: No. God would have mercy. He won't.
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Re: new voodoo - Master thief

Postby Magnarok » Fri Oct 30, 2015 12:39 pm

So Yosarian, the complaint seems to be that pirates can hurt merchants?

I'm sorry, what was the name of the game again?
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Re: new voodoo - Master thief

Postby Gunder » Fri Oct 30, 2015 1:43 pm

Magnarok wrote:So Yosarian, the complaint seems to be that pirates can hurt merchants?

I'm sorry, what was the name of the game again?


This is not a point of who can hurt who, this is a point of balancing the game, just like any other game. The argument is that the balance is shifted towards pirates, so that the balance is off. If I agree, I don't know. I do agree that it is somewhat difficult to counter anything I pirate can do, since a pirate is a man with very little to loose. I guess that is natural. And I do think that a "Master Thief" card would be too powerful.

OT, but the only thing a pirate can loose is fame. And fame is completely irrelevant for the gameplay. I don't think that creating a type of voodoo which steals a lot of cards at once is the solution. That would only contribute to the problem. I think part of a solution could be to make fame relevant for something, like influence. If influence is calculated with something like:
Code: Select all
(NEW_INFLUENCE = OLD_INFLUENCE * (FAME / 1000000)

If fame is used to calculate influence, it would make fame relevant and make sense logically.

Do not lower the argument into merchants crying, this is not about one playing style against the others. This is about making every path taken equally powerful and equally difficult to master.
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