Hideout Building: Witch Hut

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Re: Hideout Building: Witch Hut

Postby William one eye » Sun Jan 15, 2017 5:51 pm

Using my recipie book idea you could create books for play styles. Players could get only recipe books that help their style or invest in all the books. It would also allow for easy addition of curses later on.

Example - book 1 has 5 spells and comes with the hut, or in my example the kitchen

For aditional spells you need to purchase and read books

I suggest spell books include 3 ultra rare and 2 legendary curses or something like that where there are basic and complex recipes.

This would be part of the hut called a library. Books take money and research time to acquire.

Book 2 mecantile curses - 5 curses
Book 3 pirate curses - 5 curses
Book 4 nobility curses - 5 curses
Book 5 advanced legendary curses - 5 ultra complex curses for witch doctors.
Book 6 general curses vol 2 -5 curses

Books could be added as more curses are established.
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Re: Hideout Building: Witch Hut

Postby Mugiwara » Sun Jan 15, 2017 5:56 pm

thanks. thats what i tried to say:) it will more define playtyles. Also for each book the counter voodoos will be in same book. which means if you choose pirate curses you can counter pirates also. but as a mecantile you cant counter pirates curses.
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Re: Hideout Building: Witch Hut

Postby Shadowood » Tue Jan 24, 2017 5:53 pm

Captain Jack wrote:
Captain Jack wrote:Added:
-We can also add a level requirement for every recipe. Some super cards will only unlock at level 18 or 20 for example.

If we go for levels for each recipe, which to me sounds like a good way to go, we can then force the player to pick 1 recipe from each level. At this case we will need to have at least 3 recipes per level to make it count, although not mandatory. This can be very stressing as it will need about 60 more cards but it can result to a better game.

This means that we can make simpler cards out of the Witch Hut, at least for the first 10 levels. The Legendary cards can start after level 10. They could be about 30 at least, out of which each player will get to pick only 10.

As it seems, this seems the most appealing for us:
This means that we can make simpler cards out of the Witch Hut, at least for the first 10 levels. The Legendary cards can start after level 10. They could be about 30 at least, out of which each player will get to pick only 10.


Captain Jack - If we do levels in the Witch Hut, would you allow players to pick cards that are already in play (Common, Uncommon, Rare) to "craft" in the first 10 levels as the "simpler" cards. If we were to come up with a recipe that is for each? Just curious.
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Re: Hideout Building: Witch Hut

Postby Haron » Tue Jan 24, 2017 7:35 pm

I think ONLY legendary cards should be crafted. Also, I do not like the "books". I think for each level of the witch hut, one should get to choose one recipe to buy. Only the bought recipes can be crafted.
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Re: Hideout Building: Witch Hut

Postby Shadowood » Tue Jan 24, 2017 7:39 pm

Haron wrote:I think ONLY legendary cards should be crafted. Also, I do not like the "books". I think for each level of the witch hut, one should get to choose one recipe to buy. Only the bought recipes can be crafted.


So can a lvl 1 Hut buy more then one recipe and switch them out? At a cost? Or you pick one and your stuck with it until you gain another lvl of hut?
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Re: Hideout Building: Witch Hut

Postby Haron » Tue Jan 24, 2017 7:42 pm

I think you choose, and then you're stuck. There may be an alternative to swap curses, but it should be VERY expensive. More expensive than building the level in the first place. Something you would only do if you realise a choice was a real error, not something you do to swap between alternatives.
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Re: Hideout Building: Witch Hut

Postby Haron » Tue Jan 24, 2017 7:43 pm

A level 1 hut gives you one recipe. Choose wisely. Consider your options. Think before acting.
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Re: Hideout Building: Witch Hut

Postby Shadowood » Tue Jan 24, 2017 8:10 pm

Haron wrote:I think you choose, and then you're stuck. There may be an alternative to swap curses, but it should be VERY expensive. More expensive than building the level in the first place. Something you would only do if you realise a choice was a real error, not something you do to swap between alternatives.


Like a Hideout move. The first one is 50 credits.. all moves after are 100 credits. ?
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Re: Hideout Building: Witch Hut

Postby Haron » Tue Jan 24, 2017 8:38 pm

Similar to that. Only FAR more expensive. Many people keep changing their hideout location, since it's so cheap. This should NOT be cheap. It should only be a preferred option for those with a level 20 witch hut. For everyone else, buying a new level should be a cheaper option to get a new curse. So it should cost at least the same as upgrading the hut from level 19 to level 20, in my opinion.
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Re: Hideout Building: Witch Hut

Postby Vane » Tue Jan 24, 2017 9:49 pm

Or each level grants "1" free change out with a max of 20 at level 20. After that there is no changing curses.

Could even go as far as "1" free change per 2 levels with a max of 10 at level 20.
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