PhoenixKnight wrote:I agree with captain Jack. I did some math and I can tell you that Charity donations have no real added value in influence wars until you have at least paid 20 million gc in the port for influence. At that point only, charity donation cards start to be more beneficial than gold. Even then you need 20 of them at least to be able to make a dent and even more to take over a port.
Captain Jack wrote:You also overlook the fact that for the donation card to be anywhere worthwhile, you need to invest a good amount of gold coins. With the price of Charity donation avg about 18 credits and credit exchange rate at 155k, then every donation card can be exchanged for 2.8M.
That 20 million is about the cost of a ship of the line. It is really only an entry fee to "join the club" and after that gold donations are completely irrelevant (I exaggerate only to the smallest degree). I disregarded it because the game disregards it after it's brief stage time.
Captain Jack wrote:I still insist that you see a very complex issue as flat. You overlook the fact that charity donation cards are not only finite but also they are one of the most rare cards around. Which is the last time you heard anyone keeping a large sum of them?
Now, upon paying this "entry fee" Players can then aid their nation in port control and influence battles.. Expect, the only way to do that is with three certain voodoo cards. (We are assuming he is playing for personal gain. If he truly wanted to aid his nations in port control, then charity donation would better be used on a player already with mass amounts of influence, and negative influential voodoo can be cast without the player holding any stake at all, not very engaging.. is that the extent a player can contribute to his nation?). You said charity donation is rare. Well, that certainly caps the amount of players who can get involved with influence. Is that your intent? If a player has to acquire this card (wait, several of this card) to participate, then most players won't, rather, can't, participate. Not even to a small extent.
Captain Jack wrote:With all its disadvantages, charity donation and the rest influence cards are part of the game. The players ultimately shape everything. Let's not forget that without influence cards, the richer would always win.
Now who is looking at it too simply?
The fact is, it would not be the richest players who always win. But the most organized nations. As I said before, without these voodoo cards, each individual noble will become more valuable, and it would be the nation that can mobilize the best that would control ports. Even the richest players would be forced to focus on the ports they want, as if they spread influence out too much, they would not be able to beat -up and coming- nations solely focused on that port. As it is now, once paying the "entry fee" at a port, a player could control any number of ports with enough voodoo. He is not motivated to interact with his nation.
The richest already win, but it's the voodoo rich. Shouldn't the tangible wealth of a nation (which actually requires time, strategy, and teamwork) be the deciding factor?
As for the players who invested in these cards, let them keep them maybe? You can nerf new editions only, treat them as a different card but with the same name. Possible solution, as other than that I do not see the game and players anything but benefiting from this proposed change.
Also, thanks for the for the topic links. It seems I was remiss in my research of previous discussions of this sort. One I even commented on (Oh so long ago lol). It seems many established traders and nobleman, (with far more experience than I in these matters), see the same loss of potential in an awesome feature. As well as the overbearing power of the voodoo cards that hamper it.
With the upmost respect,
-Skyhawk