Voodoo Card Ideas

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.

Voodoo Card Ideas

Postby Darakis » Thu Dec 08, 2016 1:13 am

I've bin thinking some voodoo idea for a while,Spy Glass & Invisible Sails.

Spy Glass is a type of voodoo that can be cast onto a player. Effect lasts for 24 hrs. When casted, the player can see the ships in the fleets during skirmish (meaning you can see the fleets like you can in the in Player Fleets).

Invisible Sails is a type of voodoo that can be cast onto a fleet. Effect lasts for 24 hrs. When casted, the fleet would only receive half the danger when attacking another fleet (example, when you use your fleet with Invisible Sails casted on it, instead of 6 danger your fleet would only receive 3).

They're nothing more but just ideas. Let me know what you think.
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Re: Voodoo Card Ideas

Postby Maha » Thu Dec 08, 2016 10:58 am

nice start. a bit too much on the attack side.

[quote= Dare a kiss]Invisible Sails is a type of voodoo that can be cast onto a fleet. Effect lasts for 24 hrs. When casted, the fleet would only receive half the danger when attacking another fleet (example, when you use your fleet with Invisible Sails casted on it, instead of 6 danger your fleet would only receive 3).[/quote]

i like to see this stronger! but with a defensive use as well. a Cloud of mist covers the fleet. therefore it is hard to hit (bronze cannon of attacker is halved). Being covered in a cloud of mist will give tactical surprise and thus the first shot of the battle (only for the first ship in the line, after that the surprise is gone).
For danger i may make it complicated, but with each salvo the cloud of mist disappears a bit (10%). the more it has gone the higher the danger. (danger starts at 3 and goes up 1 when the cloud of mist gets below 75%, 50% and 25%. When the mist is completely gone the morale of the crew is gone (those cowards) and brake of the attack. (eg. in a fleet of 5 ships, each ship can fire twice and the top 2 ships three times. if at that time the defending fleet is still surviving then the engagement is over).
Also, each turn of the hour the cloud of mist looses 1%. so while it is a 24 hour card, it starts at 100% but ends 24 hours later at 76% when it is not used in attacks.
Finally, this card repels the spyglass. fleets covered in mist cannot be spied on.

IMO this way the card will be liked by merchant and pirate alike.
merchants have a nice protection for a specific fleet. no fear of being attacked by a lone cutter when the first lmm is armed. with this card on the lmm shoots first and receives less hits when fired upon.
Pirates may like it because it gives them the first shot and less damage done to their fleet. this would be an advantage when they take on bigger ships.

Spyglass is almost a powerful card; the cargo can already be known (unless pleasantly surprised) and this card gives the fleet composition. who will use this card? imo new and midlevel skirmishers. top skirmishers probably use ships that overpower 95% of the fleets they attack. so to make a profit out of this card, the cost has to be low for profit per skirmish is low and skirmishing is limited by skirmish points.
But Betrayal could be similar, but more powerful; it gives fleet composition with att points per ship and port of origin. also for ships on the plunder board! if this is too powerful, it could be limited per X amount of uses based on 5*X turns invested.
This card is a pirate- card, purely offensive in use. that's why i added the counter in the 'cloud of mist'.
With the addition of the total attribute points of the ships in the fleet this card will imo be used to calculate profit in ship-taking while it does not reveal hoe those points are spread. This way this card get a double function; it can be used for skirmishing and for ship stealing.
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Re: Voodoo Card Ideas

Postby Darakis » Fri Dec 09, 2016 5:28 am

Maha wrote:nice start. a bit too much on the attack side.

[quote= Dare a kiss]Invisible Sails is a type of voodoo that can be cast onto a fleet. Effect lasts for 24 hrs. When casted, the fleet would only receive half the danger when attacking another fleet (example, when you use your fleet with Invisible Sails casted on it, instead of 6 danger your fleet would only receive 3).

i like to see this stronger! but with a defensive use as well. a Cloud of mist covers the fleet. therefore it is hard to hit (bronze cannon of attacker is halved). Being covered in a cloud of mist will give tactical surprise and thus the first shot of the battle (only for the first ship in the line, after that the surprise is gone).
For danger i may make it complicated, but with each salvo the cloud of mist disappears a bit (10%). the more it has gone the higher the danger. (danger starts at 3 and goes up 1 when the cloud of mist gets below 75%, 50% and 25%. When the mist is completely gone the morale of the crew is gone (those cowards) and brake of the attack. (eg. in a fleet of 5 ships, each ship can fire twice and the top 2 ships three times. if at that time the defending fleet is still surviving then the engagement is over).
Also, each turn of the hour the cloud of mist looses 1%. so while it is a 24 hour card, it starts at 100% but ends 24 hours later at 76% when it is not used in attacks.
Finally, this card repels the spyglass. fleets covered in mist cannot be spied on.

IMO this way the card will be liked by merchant and pirate alike.
merchants have a nice protection for a specific fleet. no fear of being attacked by a lone cutter when the first lmm is armed. with this card on the lmm shoots first and receives less hits when fired upon.
Pirates may like it because it gives them the first shot and less damage done to their fleet. this would be an advantage when they take on bigger ships.

Spyglass is almost a powerful card; the cargo can already be known (unless pleasantly surprised) and this card gives the fleet composition. who will use this card? imo new and midlevel skirmishers. top skirmishers probably use ships that overpower 95% of the fleets they attack. so to make a profit out of this card, the cost has to be low for profit per skirmish is low and skirmishing is limited by skirmish points.
But Betrayal could be similar, but more powerful; it gives fleet composition with att points per ship and port of origin. also for ships on the plunder board! if this is too powerful, it could be limited per X amount of uses based on 5*X turns invested.
This card is a pirate- card, purely offensive in use. that's why i added the counter in the 'cloud of mist'.
With the addition of the total attribute points of the ships in the fleet this card will imo be used to calculate profit in ship-taking while it does not reveal hoe those points are spread. This way this card get a double function; it can be used for skirmishing and for ship stealing.


I say the cards you suggested would be too powerful, especially Cloud of Mist. Invisible Sails & Spy Glass on the other hand are limited to one effect each. They may be powerful on an offensive side but they are not overpowered.
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Re: Voodoo Card Ideas

Postby Bmw » Fri Dec 09, 2016 5:35 am

to be honest i don't know how to make this better but its a good basic idea (i'll let others discuss details and with me being mostly a trade with a bit of pirating on the side i can tell you that would benefit both sides equally
you know if it was set up the right way but i can see if benefiting both sides quite a bit and i know it will
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Re: Voodoo Card Ideas

Postby Darakis » Fri Dec 09, 2016 6:24 am

Darakis wrote:
Spy Glass is a type of voodoo that can be cast onto a player. Effect lasts for 24 hrs. When casted, the player can see the ships in the fleets during skirmish (meaning you can see the fleets like you can in the in Player Fleets).

Invisible Sails is a type of voodoo that can be cast onto a fleet. Effect lasts for 24 hrs. When casted, the fleet would only receive half the danger when attacking another fleet (example, when you use your fleet with Invisible Sails casted on it, instead of 6 danger your fleet would only receive 3).



Both Spy Glass & Invisible Sails would be enchantments, both would be Uncommon based on their effects. Invisible Sails would require 8 turns to activate & Spy Glass would require 3.
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