Sentry (uncommon)

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Sentry (uncommon)

Postby Malachi Constant » Fri Oct 07, 2016 9:01 am

No pirate or jealous merchant or thieving governor disturb your stores until they've left port...

Turns: 8
Duration: 72 hours
Target: port of choice
Success: 75%

Warehouse is defended against Official list of Demands

It's a Mindbar for your gold bars
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Re: Sentry (uncommon)

Postby Meliva » Fri Oct 07, 2016 9:36 am

Official list of demands doesn't affect gold bars in the first place if I recall correctly, and I do not see this card as being useful, since it only protects one port, at the same block rate as a mindbar, and only against 1 voodoo.
you could just use a mindbar that would block all voodoo and cost the same turns for the same length of time.
you also forgot to put a rarity. I suppose if this voodoo was common then it could be a cheaper alternative to mindbar, but considering it still only protects 1 port, against one voodoo I do not see the need for it.
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Re: Sentry (uncommon)

Postby Malachi Constant » Fri Oct 07, 2016 9:42 am

I don't think a Mindbar protects against your port being targeted but I could be wrong.

I am unsure about official list of Demands and gold bars also. When a card says 15% and I haven't seen the entire development and discussion I have to admit I am ignorant to some things

But I do know with storage contracts and warehouse tycoon there should be some defense for warehouses.
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Re: Sentry (uncommon)

Postby Meliva » Fri Oct 07, 2016 10:05 am

the only voodoo mindbar has no effect against that I know of is Conspiracy, since that voodoo doesn't target a single player, but multiple players of the same nation. any other voodoo can be blocked by it. also I am fairly certain about it being unable to affect gold bars. several of my fellow members in TOR have used them in an attempt to damage gold bars in warehouses but it has no effect.

I also disagree about there needing to be specific defenses for warehouses. there is only 1 voodoo that can damage them, and that voodoo can be blocked by both mindbar, countercurse, and it isn't even undercover, so you can retaliate against whoever uses it against you.
furthermore, there are 21 ports, and there is no way of seeing what another players warehouses look like and how they are stocked.
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Re: Sentry (uncommon)

Postby Malachi Constant » Fri Oct 07, 2016 10:20 am

The port # is why I suggested uncommon for a defensive or blocking card. Keeping a Mindbar up constantly is expensive and I thought there should be a less expensive(maybe?) And more specific defensive card. Gold isn't the only thing being protected either, there are large warehouses around.

I appreciate the criticism and understand your point but I disagree. I don't think that Mindbar and counter curse should be the "be all, end all" of defensive positioning via voodoo. Why not more specifics, perhaps a fog cloak card that makes a fleet 25% likely to evade attack?

Again, I appreciate the criticism to be able to argue the point back. Lots of players here and one of few games with real community development.
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Re: Sentry (uncommon)

Postby Meliva » Fri Oct 07, 2016 10:30 am

having a more specific defense might not be too bad, but if its too specific it will be a waste. like I said, there is literally only one voodoo that can damage warehouses, and it only damages the goods inside it, not including bars. so to make a specific counter to it, is just a waste. and there are a couple other defensive voodoo besides just mindbar and countercurse. take Royal fleet Auxiliary and emergency call. both when used correctly is a great counter to Swarm of Worms. then there is hostile waters, disfavor, confuse. its not just mindbar and counter that can be used as a defense. but if you do want to add more defensive voodoo, don't make it too specific without a good reason.
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Re: Sentry (uncommon)

Postby Malachi Constant » Fri Oct 07, 2016 10:52 am

I think the tycoon tech is reason enough, personally. Demands is going for .94 credits currently. The damage/cost ratio is disproportionate. Gold for credits and keeping a Mindbar up constantly aren't realistic either from a cost perspective. And this isn't intended to keep merchants impervious but I think the tycoon tech and party cards incentivive large warehouses and stores but your profits are destroyed by keeping current voodoo in effect for protection.
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Re: Sentry (uncommon)

Postby Haron » Fri Oct 07, 2016 11:21 am

If something has the potential for great profit (large warehouses and tycoon tech) it should also come at a high risk (OLoD). There are other ways to protect against this, too. If merchants only buy cards that help them, and not those damaging them, expect the dangerous cards to be cheap for those wishing to attack you.
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Re: Sentry (uncommon)

Postby Sebena » Fri Oct 07, 2016 12:01 pm

Official list of demands doesn't affect gold bars... I agree that we need more protective cards because there are many damaging ones and I agree that mindbar and countercurse can't be only soultion. This card has potnetial but it needs some work
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Re: Sentry (uncommon)

Postby Sebena » Fri Oct 07, 2016 12:06 pm

Haron wrote:If something has the potential for great profit (large warehouses and tycoon tech) it should also come at a high risk (OLoD). There are other ways to protect against this, too. If merchants only buy cards that help them, and not those damaging them, expect the dangerous cards to be cheap for those wishing to attack you.


If you do the math with expenses it takes quiet some time for invested to be returned... while official list is too overpowered in this point of view personally I don't mind but if someone invested time and resources in these tech to see it destroyed it is quiet trigger for leaving the game and that's what I see as overpowerd, while someone would invest in other techs Official list is balanced card it all depeds on the personal point of view... and we buy what we need if we were buying everything there would be too much credits in the game
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