Purchasing Turns / Turns Cap

All disapproved suggestions or suggestions that refer to disapproved suggestion can be found here.

Re: Purchasing Turns / Turns Cap

Postby Admiral Nelson » Tue Mar 28, 2017 3:40 pm

I am not, I am saying what has been said over and over.

It prevents destruction of high-end players who have took time, and want big fleets! Not right for a pirate to take that away because of our own stupidity!
User avatar
Admiral Nelson
 
Posts: 2370
Joined: Sat Mar 12, 2016 7:48 am

Re: Purchasing Turns / Turns Cap

Postby William one eye » Tue Mar 28, 2017 3:47 pm

Haron wrote:
William one eye wrote:Perhaps instead of buying more turns you could just steal them

New card suggestion

Sands of Time - common

description - time flies when you are having guns

turns required 1

steal x turns from your target where x = the number of trade routes they have active

Cast limit of 2 casts on target player per 24 hours.


Ooh, powerful!. I'll take 200 of those, please.

Honestly, though, I fear it may be TOO effective. And, of course, the largest traders will regularly get all their turns stolen.



Its a bit over overpowered so lets add an avenge ability


New card suggestion

Sands of Time - common

description - time flies when you are having guns

turns required 1

steal x turns from your target where x = the number of trade routes they have active

Cast limit of 2 casts on target player per 24 hours


avenge ability

you lose x turns to target player where x = the number active curses the target player has cast on you
Image
User avatar
William one eye
 
Posts: 1616
Joined: Wed Apr 20, 2016 2:33 pm

Re: Purchasing Turns / Turns Cap

Postby DezNutz » Tue Mar 28, 2017 3:52 pm

William one eye wrote:

avenge ability

you lose x turns to target player where x = the number active curses the target player has cast on you



???

So if you cast this and have cast other voodoo, you lose turns to the target player? If that is the case, easy to defeat avenge. Cast this first.
I'm only here for Game Development and Forum Moderation.

If you see a forum rule violation, report the post.
User avatar
DezNutz
Players Dev Team Coordinator
 
Posts: 7074
Joined: Sat Oct 24, 2015 4:51 pm
Location: United States of America

Re: Purchasing Turns / Turns Cap

Postby Bmw » Tue Mar 28, 2017 3:52 pm

William one eye wrote:Perhaps instead of buying more turns you could just steal them

New card suggestion

Sands of Time - common

description - time flies when you are having guns

turns required 1

steal x turns from your target where x = the number of trade routes they have active

Cast limit of 2 casts on target player per 24 hours.


although there is already a limit for how many you can cast a day maybe limit the amount of turns able to be stolen by each one of these at something since larger traders would lose tons of turns at once. Some may even lose all there turns in just one shot. If they have double turn storage on it would take 2 cards to fully drain there turns. I'm not talking about small traders here im talking about people with upwards of 200 trade fleets. So maybe limit the turn loss to 50 per card. 100 turns is still a lot it would be harder for someone that lost that many turns at once right before they got lit up to fight back. but it still leaves them a chance to fight back with what they have on hand.
User avatar
Bmw
 
Posts: 1535
Joined: Sun Mar 20, 2016 2:43 am

Re: Purchasing Turns / Turns Cap

Postby William one eye » Tue Mar 28, 2017 3:58 pm

DezNutz wrote:
William one eye wrote:

avenge ability

you lose x turns to target player where x = the number active curses the target player has cast on you



???

So if you cast this and have cast other voodoo, you lose turns to the target player? If that is the case, easy to defeat avenge. Cast this first.



No if the target player has cast on you, and you cast back, you lose more turns :D - this avenge intentionally makes no sense.


basically this card would be absurdly effective for someone who has no trade routes and is attacking someone with trade routes.

I kind of like the idea, a much weaker and more balanced version might actually be a good card,
but I purposely made it way overpowered, I am not seriously suggesting it, it is a joke.
Image
User avatar
William one eye
 
Posts: 1616
Joined: Wed Apr 20, 2016 2:33 pm

Re: Purchasing Turns / Turns Cap

Postby Bmw » Tue Mar 28, 2017 4:13 pm

make a suggestion about it but say that it's not fully figured out and let people debate on the limit to the amount of turns gain from one cast and the amount of turns it costs for one cast. Maybe if it was a 50% chance to work but even with it doesn't work it is still counted. so that there can only be 2 casts on a player per day and both of them could be fails so that player ends up losing nothing that day.

Personally I would actually like to see this card maybe a smaller amount of turns taken per cast since there should be a hard limit. Like I said 100 turns taken from the enemy costing you just a few turns would be golden. While at the same time your enemy could get back at you with the card.

Maybe have an avenge ability where if this card has been cast on you within the last 6 hours the enemy can cast it on you and you will lose the same amount that you gained.
User avatar
Bmw
 
Posts: 1535
Joined: Sun Mar 20, 2016 2:43 am

Re: Purchasing Turns / Turns Cap

Postby DezNutz » Tue Mar 28, 2017 5:03 pm

Bmw wrote:make a suggestion about it but say that it's not fully figured out and let people debate on the limit to the amount of turns gain from one cast and the amount of turns it costs for one cast.


That's called pulling a Guluere.
I'm only here for Game Development and Forum Moderation.

If you see a forum rule violation, report the post.
User avatar
DezNutz
Players Dev Team Coordinator
 
Posts: 7074
Joined: Sat Oct 24, 2015 4:51 pm
Location: United States of America

Previous

Return to Disapproved

cron