Treaure Hunt Voodoo Pack

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.

Treaure Hunt Voodoo Pack

Postby Donald Trump » Sat May 14, 2016 10:13 pm

Well, I think it is time treasure hunting becomes a more reliable and used way for finding gold. So I have thought of an ENTIRE list of voodoo that would help with treasure hunting. I would love suggestions on concepts I have missed. Since there are so many voodoo cards, I will not go into a vast amount of description, but instead the bare essences of each voodoo card.

Background; 9 are at treasure hunting for any port, and there are a ton of of options on how to raise findings, but essentially the entire process is based on investing turns.

Adventuring Port (Common) - Increase 1 slot's exploration by 15%. Only affects active ports with the castor's warehouses in them.

Extra Shovel (Common) - Add 10 turns to preparation for a treasure hunt.

X Marks the Spot (Common) - Take off 10 turns from a player's invested turns on their treasure. 100% undercover.

NPC Royalty (Common) - NPC max is increased an additional 1 million per use.

Port's Plunder (Common) - Increase Port Max by an additional 5 million per use.

Crew on Opium (Common) - Success chance of digging up treasure goes up 15% percent for the next dig.

Friendly Locals (Uncommon) - For the next 24 hours, asking port locals reaps 2x the rewards than of usual.

Idiotic Crew (Common) - For the next 24 hours, the targeted player has 25% removed from his success chance with treasure hunting.

These are just a ton of ideas I thought of, I would be happy to improvise them.
Last edited by Donald Trump on Sat May 14, 2016 11:22 pm, edited 2 times in total.
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Re: Treaure Hunt Voodoo Pack

Postby William Pitt » Sat May 14, 2016 10:39 pm

Nice ideas mate but:

1. Player Riches
If I use 5 turns(any of us actually) your player max increases by more than 500k.

2. Idiotic Crew
Errr....a simple voodoo card already exist that can stop the player from doing any treasure hunt missions.(Though port specific it's still better imo.)
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Re: Treaure Hunt Voodoo Pack

Postby Donald Trump » Sat May 14, 2016 10:47 pm

Sir Richard Delrio wrote:Nice ideas mate but:

1. Player Riches
If I use 5 turns(any of us actually) your player max increases by more than 500k.

2. Idiotic Crew
Errr....a simple voodoo card already exist that can stop the player from doing any treasure hunt missions.(Though port specific it's still better imo.)


Thank you for your help! I knew that since there was so many voodoo parts, they may overlap. I'ma remove Player Riches from the list.
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Re: Treaure Hunt Voodoo Pack

Postby William Pitt » Sat May 14, 2016 11:09 pm

Extra Shovel


Here's what I am pondering.
"Are you pondering what am pondering"

Extra Shovel adds ten (10) turns to the preparation.

So how much would this card go for.
It can go for a minimum of 1 credit and a max of 3 credits. (We'll get to that)

1. One credit is roughly 80-150k on the market, you will have a slight chance of even finding any treasure when you are hunting. Except you use alot of turns in which case why would you even bother to buy an extra shovel.

2. The reason I said that the minimum is 3 credits 3 credits has to be the minimum because if you have more than 3 credits(4+) you can buy extra turns and invest. THE MATH:

(A) 4 credits give 50 turns
(B) 1-3 gives 10 turns
--a--- Has a higher rate of succes
--b--- Can't possibly help more than (a).

3. Also, X marks the spot could be used ro replace this. By allowing the 10 turns which the player lost of his protection payment to come to the caster.
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Re: Treaure Hunt Voodoo Pack

Postby William Pitt » Sat May 14, 2016 11:12 pm

X Mark the Spot could have/should have an undercover policy+100%
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Re: Treaure Hunt Voodoo Pack

Postby Donald Trump » Sat May 14, 2016 11:21 pm

Sir Richard Delrio wrote:X Mark the Spot could have/should have an undercover policy+100%


Good Idea! I will edit that in!
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Re: Treaure Hunt Voodoo Pack

Postby Donald Trump » Sat May 14, 2016 11:24 pm

Sir Richard Delrio wrote:
Extra Shovel


Here's what I am pondering.
"Are you pondering what am pondering"

Extra Shovel adds ten (10) turns to the preparation.

So how much would this card go for.
It can go for a minimum of 1 credit and a max of 3 credits. (We'll get to that)

1. One credit is roughly 80-150k on the market, you will have a slight chance of even finding any treasure when you are hunting. Except you use alot of turns in which case why would you even bother to buy an extra shovel.

2. The reason I said that the minimum is 3 credits 3 credits has to be the minimum because if you have more than 3 credits(4+) you can buy extra turns and invest. THE MATH:

(A) 4 credits give 50 turns
(B) 1-3 gives 10 turns
--a--- Has a higher rate of succes
--b--- Can't possibly help more than (a).

3. Also, X marks the spot could be used ro replace this. By allowing the 10 turns which the player lost of his protection payment to come to the caster.


People can just sell multiple "Extra Shovels" for one credit. Example: 10 extra shovels = 1 credit.

Or to be more accurate. 4 credits = 50 turns. 5 of these cards (50 turns) = 4 credits.
4/5 = this card is worth .8 credits each. But why have this card if you can invest turns yourself without this card. Lets lower the rate. This card is worth .5 a credit. 5 of these cards = 2.5 credits. That is 50 turns for digging for near half the cost of buying turns with normal credits. So 50 Extra Shovels = 25 credits. 500 turns for digging = 25 credits.
Last edited by Donald Trump on Sat May 14, 2016 11:56 pm, edited 1 time in total.
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Re: Treaure Hunt Voodoo Pack

Postby William Pitt » Sat May 14, 2016 11:44 pm

Then if you were to want turns to invest you wouldn't use credit and less persons would buy credits as a result. The devs are going to lose big time.
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Re: Treaure Hunt Voodoo Pack

Postby Donald Trump » Sat May 14, 2016 11:57 pm

Sir Richard Delrio wrote:Then if you were to want turns to invest you wouldn't use credit and less persons would buy credits as a result. The devs are going to lose big time.


There are plenty of voodoo cards in this game that can give turns. Death Poker. I am sure the devs of this game aren't cheap or money grabbing like other game devs. Also, this only occurs treasure hunting. I am sure people are going to need turns for other activities.
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Re: Treaure Hunt Voodoo Pack

Postby William Pitt » Sun May 15, 2016 12:01 am

Are we the only two here...
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