(Legendary) Decoy Fleet

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.

Re: (Legendary) Decoy Fleet

Postby Donald Trump » Thu Jan 19, 2017 4:29 pm

Wolfie wrote:Pirates wheater they consider them one or not will always stay the same every decent suggestion that helps merchants needs to be bashed and destroyed or cost more than raid would cost you... I wonder what will happen when all merchants become pirates or give up the game. Admins can post numbers of incoming players I juat wonder how many stayed and hoe many will stay once they become target of these pirates because they had no chance of defending. I see gloomy future for this game as long as we have players who bash any decent protection suggestion...



Even though there are no pirates disagreeing. Lets keep bashing them just for... being pirates!!!

Also. Are pirates there to cause a lot of damage or just to make a profit? If a player is quitting because they lost some money on hand one day or had their ships taken, I heard of a very nice alternative called "FarmVille." There is no loss there, game just honors all the growth and none the loss.

Pirates make this game fun.
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Re: (Legendary) Decoy Fleet

Postby Malachi Constant » Thu Jan 19, 2017 4:36 pm

I find this concept interesting but as Dez mentioned about mechanics and if it would function in coding. ( I know absolutely nothing about that sort of thing)

What would the duration of this be?

Could I caste it before being hit, and then if lit up all my decoys would appear? passive to active
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Re: (Legendary) Decoy Fleet

Postby Sebena » Thu Jan 19, 2017 4:37 pm

DoS wrote:
Wolfie wrote:Pirates wheater they consider them one or not will always stay the same every decent suggestion that helps merchants needs to be bashed and destroyed or cost more than raid would cost you... I wonder what will happen when all merchants become pirates or give up the game. Admins can post numbers of incoming players I juat wonder how many stayed and hoe many will stay once they become target of these pirates because they had no chance of defending. I see gloomy future for this game as long as we have players who bash any decent protection suggestion...



Even though there are no pirates disagreeing. Lets keep bashing them just for... being pirates!!!




I am just stating facts this was meant to be uncommon card but it turned out to legendary that costs more than you can gain and helps only developed players but for new players and players with less pace in development these are just stupid things that drives them out of the game... and why was it that well because pirates don't want to give fair chance to merchants to defend themselves... I don't care who is who and what role they play I just want to support equal development and give everyone fair chance to fight and defend...
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Re: (Legendary) Decoy Fleet

Postby Mugiwara » Thu Jan 19, 2017 5:04 pm

im looking this suggestion as a pair of following suggestions. Well if we would like to have port wide danger manipulation voodoos. This suggestion will be more useful and necessary. We should think the suggestions that way. If any chance that suggestions will get positive feedbacks than this one also should be considered.
viewtopic.php?f=16&t=3169

viewtopic.php?f=16&t=3170

viewtopic.php?f=16&t=3163

viewtopic.php?f=16&t=3168
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Re: (Legendary) Decoy Fleet

Postby Grimrock Litless » Fri Jan 20, 2017 5:00 am

Yes, the original being Uncommon and only target one fleet means that it has many uses.

When you make it so that it has 3 danger and on all fleets, it means that it becomes a last resort single use voodoo that is only effective using against FOJ, but don't let this stop this idea, its fine, you guys should talk more on the cost and how to balance it.

Usually 3 FOJ would cost the attacker 30 credit for the cast, if this is to cost too much, I would rather get hit for 10k per attack than to have to use a 100 credit voodoo, unless, it is cast on a person with 1000+ ships, but then, they already have mindbar, they don't have to worry.
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Re: (Legendary) Decoy Fleet

Postby Captain dungeness » Sat Jan 28, 2017 11:24 pm

I'm having a hard time understanding the theme of this card suggestion. Is the voodoo card creating a hallucination of every ship owned be a player? I can't imagine a spell that is so perfect that it can create identical copies of every single ship in a player's control. If you told me your witchdoctor could create a decoy of just my precious MoW fleet then I would say "show me" but a perfect decoy of every ship? No way, that's not possible.. and if it is then it's too lazy.

Remember Starcraft (the original) where you could cast "Hallucination" (a templar spell) which would create 2 copies of a single unit? That was a great spell because you had to use it in a clever way to trick you opponent into thinking you had an advantage in a certain area. I remember casting it on air-defense units so that my enemy thought I could repel their massive flying army. If there's a "decoy" voodoo card it would ideally have great power when used well but it must require the caster to be clever and outsmart his/her opponent.

I like the idea of a "decoy" but it's one of those cards which can't be a lazy cast-on-everything type of card. How can this suggestion be modified to be used in a clever way? Could it be somehow used to scare a pirate away? Maybe it disguises your Sloop to look like a Sloop of War or makes your Frigate look like a Large Frigate. A keen observer with a spy network report would be able to see your ship IDs and identify a disguised ship.

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Re: (Legendary) Decoy Fleet

Postby Grimrock Litless » Sun Jan 29, 2017 2:06 am

Captain dungeness wrote:I'm having a hard time understanding the theme of this card suggestion. Is the voodoo card creating a hallucination of every ship owned be a player? I can't imagine a spell that is so perfect that it can create identical copies of every single ship in a player's control. If you told me your witchdoctor could create a decoy of just my precious MoW fleet then I would say "show me" but a perfect decoy of every ship? No way, that's not possible.. and if it is then it's too lazy.

Remember Starcraft (the original) where you could cast "Hallucination" (a templar spell) which would create 2 copies of a single unit? That was a great spell because you had to use it in a clever way to trick you opponent into thinking you had an advantage in a certain area. I remember casting it on air-defense units so that my enemy thought I could repel their massive flying army. If there's a "decoy" voodoo card it would ideally have great power when used well but it must require the caster to be clever and outsmart his/her opponent.

I like the idea of a "decoy" but it's one of those cards which can't be a lazy cast-on-everything type of card. How can this suggestion be modified to be used in a clever way? Could it be somehow used to scare a pirate away? Maybe it disguises your Sloop to look like a Sloop of War or makes your Frigate look like a Large Frigate. A keen observer with a spy network report would be able to see your ship IDs and identify a disguised ship.

-Captain D


Ah, how about this, the voodoo targets a port, all of your fleet in the port will create decoys that can't do anything but is always on the board.
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Re: (Legendary) Decoy Fleet

Postby Captain dungeness » Sun Jan 29, 2017 2:26 am

Grimrock Litless wrote:Ah, how about this, the voodoo targets a port, all of your fleet in the port will create decoys that can't do anything but is always on the board.

That has the same problem only worse. Then you would have fleets from all players which is a much greater number than even Da Vinci fleets in his favorite ports.

What do people think about disguising Frigates as Large Frigates, Sloops and Sloops of War and War Galleons as Flag Galleons?

-Captain D
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Re: (Legendary) Decoy Fleet

Postby Bmw » Sun Jan 29, 2017 2:30 am

Captain dungeness wrote:
Grimrock Litless wrote:Ah, how about this, the voodoo targets a port, all of your fleet in the port will create decoys that can't do anything but is always on the board.

That has the same problem only worse. Then you would have fleets from all players which is a much greater number than even Da Vinci fleets in his favorite ports.

What do people think about disguising Frigates as Large Frigates, Sloops and Sloops of War and War Galleons as Flag Galleons?

-Captain D


or about disguising a ship as one below what it really is.
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Re: (Legendary) Decoy Fleet

Postby Grimrock Litless » Sun Jan 29, 2017 2:39 am

If disguising, it would work like, you put your ship ID and choose the ship you want that target ship to be.
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