Superstition Voodoo Cards

Do you have an idea for a card ? Do you want a tweak on existing voodoo cards? Perhaps you even want one of them removed? This is where you can post your suggestion.

Superstition Voodoo Cards

Postby Gamerader001 » Mon May 02, 2016 9:34 pm

I came up with two voodoo cards, I came up with the idea after reading about sailer superstitions. So these are the two cards I came up with and would like to hear what everyone has to say about them.

1st Card Name: Lurking Shark's
Common or Uncommon Card
Costs 5 turns to use

Description: Can only be used on a targeted fleet. Once used on targeted fleet then each ship in the fleet would lose ether 1 to 5% of its crew to the grim reaper and fleet would be 10% weaker in any Plunder or Skirmish against Player or NPC. The card would last 40h's but the card can be removed with Purify but crew remains dead.

2nd Card Name: Lurking Dolphin's
Common or Uncommon Card
Costs 5 turns to use

Description: Can only be used on a targeted feet even your own fleet. Once used on fleet; the fleet will gain 10% strength in any Plunder or Skirmish against Player or NPC. Card would also remove Lurking Shark if it has been casted upon the fleet and would protect the fleet from any future Lurking Shark casts. The card would last 40h's


Both cards can only be casted on target fleet once, can not be stacked up to avoid possible over weakening or over powering someones entire fleet. (Like staking 10 Lurking Dolphin's on one fleet to make it powerful enough to destroy anyone)

Those are my two card ideas I came up with. I had other ideas for the cards but possibly would make the cards more over powered then what they need to be.
Last edited by Gamerader001 on Mon May 09, 2016 12:06 am, edited 3 times in total.
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Re: Pirate Superstition Voodoo Cards

Postby ChaIbaud » Mon May 02, 2016 9:35 pm

How many of Lurking Shark's could be cast on one target?
PM me any complaints (10M gold coin wire fee is mandatory).
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Re: Pirate Superstition Voodoo Cards

Postby Meliva » Mon May 02, 2016 9:36 pm

I like these ideas they would balance each other out and are not over powered.
+1 from me.
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Re: Pirate Superstition Voodoo Cards

Postby Gamerader001 » Mon May 02, 2016 9:37 pm

Chaulbad wrote:How many of Lurking Shark's could be cast on one target?


Forgot to add that one in, but it can only be one casted not stacked
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Re: Pirate Superstition Voodoo Cards

Postby Meliva » Mon May 02, 2016 9:40 pm

that's a good question, i believe i may know how to improve it a fair bit. how about for 5 turns it does as describes, but for X amount of turns added it reduces the crew even more up to a total of 50% crew lost. i noticed there really isn't a voodoo that can hurt your crew(and by hurt i mean kill not increase crew cost). so this would be a good combo voodoo with human rights.
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Re: Pirate Superstition Voodoo Cards

Postby Gamerader001 » Mon May 02, 2016 9:42 pm

Meliva wrote:that's a good question, i believe i may know how to improve it a fair bit. how about for 5 turns it does as describes, but for X amount of turns added it reduces the crew even more up to a total of 50% crew lost. i noticed there really isn't a voodoo that can hurt your crew(and by hurt i mean kill not increase crew cost). so this would be a good combo voodoo with human rights.


That is a good idea but would have to think about that, don't want to make it an OP item
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Re: Pirate Superstition Voodoo Cards

Postby Meliva » Mon May 02, 2016 9:50 pm

just need to find a good balance of turn to crew ration. like for every extra turn you spend it loses 1% more crew, so to maximize the crew loss you would have to spend up to 40-45 turns for one fleet. so it would only be useful against a very powerful fleet with a lot of crew.
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Re: Pirate Superstition Voodoo Cards

Postby Gamerader001 » Mon May 02, 2016 9:52 pm

Meliva wrote:just need to find a good balance of turn to crew ration. like for every extra turn you spend it loses 1% more crew, so to maximize the crew loss you would have to spend up to 40-45 turns for one fleet. so it would only be useful against a very powerful fleet with a lot of crew.


Good idea
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Re: Pirate Superstition Voodoo Cards

Postby Bmw » Tue May 03, 2016 7:16 pm

i will have to mention it is a really good idea i like how the cards balance it would also help when taking on a fleet of MOW's lol
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Re: Pirate Superstition Voodoo Cards

Postby Gamerader001 » Tue May 03, 2016 8:04 pm

Bmw wrote:i will have to mention it is a really good idea i like how the cards balance it would also help when taking on a fleet of MOW's lol


Thanks, I am still thinking as though there is something else that needs to be added to them but I fear if I do it would ruin the cards or maybe make them over powered. But who knew I would come up with these cards by just reading pirate superstitions
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