Pull Down(Legendary)

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Pull Down(Legendary)

Postby Mugiwara » Sun Jan 15, 2017 7:41 pm

Name: Pull Down
Rarity: Legendary
Type: Enchantment
Target: Player

Witch Hut Recipe: 5 Advanced Piracy, 5 Propaganda, 1 Conspiracy(Changed from 5 Advanced Pİracy, 2 Propaganda)
Crafting time: 36 hours
Crafting cost: 2 million g.c.
Duration: 24 Hours

Effects: When the Pull Down active you will also steal %10 of the plundered gold value as an influence from target player.(Added: Piracy Tech and sink bonus doesnt increase the amount of influence taken. Advanced piracy does)

How It Works:

I used this enchantment on me and attacked X player in Aiora. I got 250k gold from plunder. And additionally i steal 25k influence from X player's Influence in Aiora. My influence added to Aiora. He lost influence from Aiora. If he doesnt have enough influence in Aiora he wont lose any influence more than he got in Aiora(Edited from: if he doesnt have enough influence in Aiora he will lose influence equally from other ports).

This stolen amount of influence per attack cant be more than target's total influence's %10.

Im open for any suggestions and feedbacks. Feel free to Comment.

Sincerely Mugiwara...
Last edited by Mugiwara on Sun Feb 19, 2017 2:10 pm, edited 2 times in total.
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Re: Pull Down(Legendary)

Postby Malachi Constant » Sun Jan 15, 2017 10:36 pm

I can't but help as see this as the "tie a king to a stake, cover him in tar and light him on fire" card

Nations and their members can already be attacked in a lot of ways.

I can't vote up for a card for someone to defleet me, take my gold on hand and destroy my influence holdings. Way too much in my opinion.
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Re: Pull Down(Legendary)

Postby Haron » Sun Jan 15, 2017 10:49 pm

If we don't get "wars and Blockades", this may be a way to include naval combat in port battles.

I do NOT think it's very powerful. In a raid, how much gold can one expect to steal? It will depend on the target, obviously. Let's say maybe 2M. So using this card, you would also steal 200k influence.

The price is probably too low, but the effect is worth considering.
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Re: Pull Down(Legendary)

Postby Mack » Sun Jan 15, 2017 11:06 pm

It would be too easy for the larger groups to grab it all
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Re: Pull Down(Legendary)

Postby Mugiwara » Sun Jan 15, 2017 11:12 pm

First of all thanks for your precious comments.

As Haron mentioned this is a way to add sea battles to affect ports situations. Maybe it can seems a bit overpowered but in game there are only limited amount of players will be able to use this card. And also not all of them would be able to use it with full capacity.

The recipe can be adjusted. But let me put it on calculations Lets say You have 10m influences 2 successfull propaganda can take almost 1m influence from you. But using 2 propaganda for this card(the amount can be adjusted) he must need to attack you 40 times(assuming each attack worth of 250k gold ) will only reach the as same amount influence loses as 2 prop.

And also he need to see you on plunder page. For receiving 40 attacks only way is used foj and hn on you. And also im not mentioning only attacker wont be the player who got this voodoo up on him. Which means you will lose a lot less even in that conditions. And also you can do the same against other players.

The max influence lose per day will be adjusted or prize will be change they arent much problem. We can increase prop amounts, add gold bars, or conspiracies, for present important thing is main idea of voodoo card. Im sure we can find a balanced option.
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Re: Pull Down(Legendary)

Postby Shadowood » Sun Jan 15, 2017 11:21 pm

Interesting idea. Propaganda is more damaging, but you don't get anything in return, except the satisfaction you just destroyed millions of gold that someone invested. Here you fight for it and some of it is returned to you...
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Re: Pull Down(Legendary)

Postby Mugiwara » Sun Jan 15, 2017 11:25 pm

And propaganda usage is undercover. At least you know who taking your influence on a manly naval battle:) nothing secret. Basically He challenging you.
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Re: Pull Down(Legendary)

Postby Malachi Constant » Sun Jan 15, 2017 11:33 pm

I forgot to answer one of Mugiwara messages and now he's trying to kill me

kidding. I do enjoy your suggestions. I am just unsure of this one. I will try to give something more constructive.
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Re: Pull Down(Legendary)

Postby Mugiwara » Sun Jan 15, 2017 11:44 pm

no i would never do such a thing like that(at least for now :p). No hard feelings ever.

Honestly Im trying to add some more posibilities to the game. Especially about port controls. And making this suggestion doesnt mean i wont gonna come with another suggestion which will protect ports(i already made two in witch hut topic. A week ago or two dunno You must support than:D)

Voodoo suggestions will come with their pros and cons or even counters. Still we can change a lot of thing about this voodoo suggestion. Prize, Turn cost, Recipe, Hard cap for daily lose of influence.

Currently just think about main idea of suggestion. Its not one sided. It can easily turn against me. But it doesnt mean it wont gonna add more pvp actions to the game. Hopefully it can.
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Re: Pull Down(Legendary)

Postby Vane » Thu Jan 19, 2017 9:45 pm

I really enjoy the idea of tying in naval combat with port control. Wars and Blockades by Haron is a great example. This idea for a voodoo card that allows portions of influence to be taken is another great one in my mind.

One point I disagree with.
  • If no influence in the present port, influence is removed equally from all other ports. - I do not believe this should be so. Influence taken should only be from the port where the attack occurred. The defender can choose to keep his fleets out of his ports to save his influence, (effectively creating a minor blockade and halting trade income for the nation or even resource imports for that players hideout), or accept the losses to continue his other endeavors.

For the most part I think this would create more battles when port struggles occur. Currently it is all based on Voodoo usage which I quite dislike. Players would also need to carry stronger ships if they wished to protect their influence better. As the suggested effect is not too great I could even see this as a rare card rather than legendary.

The 10% effect also needs to be determined only by the plundered coins. This excludes piracy tech and sink bonus. Advanced piracy voodoo increases the plundered gold from target and would apply when calculating the influence taken.
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