malfunction (rare)

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: malfunction (rare)

Postby Darakis » Fri Mar 31, 2017 7:00 pm

-1 the card is too over powered it can possibly reduce a lvl 10 ship to 0 att.
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Re: malfunction (rare)

Postby Maha » Fri Mar 31, 2017 7:10 pm

Darakis wrote:-1 the card is too over powered it can possibly reduce a lvl 10 ship to 0 att.

it cannot! since it can only be cast twice on the same fleet. a lvl 10 ship has 35+ points this card removes 2-4 point temporary from one attribute. 2 cards will bring a maxed attribute at most down to 2 and leave the other attributes alone.
as long as 2 cards are active no third card can be cast upon it. when the time af a card runs out (12 hours) the ships attributes go back to normal.
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Re: malfunction (rare)

Postby Bmw » Fri Mar 31, 2017 7:17 pm

I find this to be a good card would be good to use during a raid if you dont have any levi's or just dont feel like spending them honestly taking a sotl with 10 att in round shot down to 2 att there would help a lot when attacking it. even if it was taking out 8 att spread out over a few ships would really help with attacking it.
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Re: malfunction (rare)

Postby Grimrock Litless » Sat Apr 01, 2017 12:14 am

To my eyes, I just think this card is too weak, maybe it will work better as a Uncommon, but, whatever.

Edit : If it target only one ship in a fleet, its too weak. If it targets all, its too op.
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Re: malfunction (rare)

Postby Darakis » Sat Apr 01, 2017 11:13 pm

Maha wrote:
Darakis wrote:-1 the card is too over powered it can possibly reduce a lvl 10 ship to 0 att.

it cannot! since it can only be cast twice on the same fleet. a lvl 10 ship has 35+ points this card removes 2-4 point temporary from one attribute. 2 cards will bring a maxed attribute at most down to 2 and leave the other attributes alone.
as long as 2 cards are active no third card can be cast upon it. when the time af a card runs out (12 hours) the ships attributes go back to normal.


Once the duration is done, the player can cast the voodoo again. Each card could remove 24 to 48 att which means a player can remove 48 to 96 att in 12 hrs.
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Re: malfunction (rare)

Postby Maha » Sun Apr 02, 2017 7:50 am

Darakis wrote:
Maha wrote:
Darakis wrote:-1 the card is too over powered it can possibly reduce a lvl 10 ship to 0 att.

it cannot! since it can only be cast twice on the same fleet. a lvl 10 ship has 35+ points this card removes 2-4 point temporary from one attribute. 2 cards will bring a maxed attribute at most down to 2 and leave the other attributes alone.
as long as 2 cards are active no third card can be cast upon it. when the time af a card runs out (12 hours) the ships attributes go back to normal.


Once the duration is done, the player can cast the voodoo again. Each card could remove 24 to 48 att which means a player can remove 48 to 96 att in 12 hrs.
once the duration is gone the original state of the fleet /ships is restored. no real loss of att points
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Re: malfunction (rare)

Postby Darakis » Mon Apr 03, 2017 10:22 pm

The max stat of 1 type of 1 att in a fleet is 50. A Malfunction single can decrease over half of that.

I have a better suggestion I think you might like. Have the duration 24 hrs & have the att just be decreased by 10 (no 2-4 att an hour)
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Re: malfunction (rare)

Postby Maha » Mon Apr 03, 2017 10:32 pm

Darakis wrote:The max stat of 1 type of 1 att in a fleet is 50. A Malfunction single can decrease over half of that.

I have a better suggestion I think you might like. Have the duration 24 hrs & have the att just be decreased by 10 (no 2-4 att an hour)

a ship has 6 categories which are maxed at 10.
this card does not reduce 2-4 points every hour; one category is 2-4 points reduced temporary.
eg. i select hammocks and for the next 12 hours those hammock are not on the original 10 but on 7 (reduced 3) until the effect of this card is gone and it goes back to 10.
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Re: malfunction (rare)

Postby DezNutz » Mon Apr 03, 2017 10:48 pm

After some thought I think this would be a good card. Although I think that there should an inverse of this card, that isn't stackable and only effects a single ship.

So +1 from me.
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Re: malfunction (rare)

Postby Darakis » Mon Apr 03, 2017 11:33 pm

Maha wrote:
Darakis wrote:The max stat of 1 type of 1 att in a fleet is 50. A Malfunction single can decrease over half of that.

I have a better suggestion I think you might like. Have the duration 24 hrs & have the att just be decreased by 10 (no 2-4 att an hour)

a ship has 6 categories which are maxed at 10.
this card does not reduce 2-4 points every hour; one category is 2-4 points reduced temporary.
eg. i select hammocks and for the next 12 hours those hammock are not on the original 10 but on 7 (reduced 3) until the effect of this card is gone and it goes back to 10.


I ship has 6 categories that can be maxed at 10, doesn't mean they are maxed at 10. You stated the card targets fleet, a ship's att can be maxed up to 10, 5 ships can be put in a fleet, 5x10 is 50, a single card reduces the selected att 2-4 per hr, 12 hrs, 24-48 temporary. Correct me if I'm wrong I think this card could me too powerful of not powerful enough.
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