New War Rule: Voodoo Lock (Small)

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Do you want this suggestion to be approved?

Yes please
27
63%
No thanks
10
23%
I am neutral on this
6
14%
 
Total votes : 43

Re: New War Rule: Voodoo Lock

Postby Vane » Fri May 05, 2017 2:23 pm

So let me see if I have this right,

Avonmora gets boring to the point many complain. Pure pirate guild starts up with the intention of action, entertainment, and training pure pirates. Now the game is to get an update which cancels the pirates best strategy?

Alright then, back to the drawing board I go..
"Not all treasure is silver and gold mate."
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Re: New War Rule: Voodoo Lock

Postby Banger » Fri May 05, 2017 2:26 pm

Charles Vane wrote:So let me see if I have this right,

Avonmora gets boring to the point many complain. Pure pirate guild starts up with the intention of action, entertainment, and training pure pirates. Now the game is to get an update which cancels the pirates best strategy?

Alright then, back to the drawing board I go..


I like how it could impact a big full fledged guild war but I do agree that it does have some serious impact on the strategy of a true pirate.
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Re: New War Rule: Voodoo Lock

Postby Slindur » Fri May 05, 2017 2:36 pm

Charles Vane wrote:So let me see if I have this right,

Avonmora gets boring to the point many complain. Pure pirate guild starts up with the intention of action, entertainment, and training pure pirates. Now the game is to get an update which cancels the pirates best strategy?

Alright then, back to the drawing board I go..


Only if they take the last ship. There are workarounds for this; a couple have been mentioned, and I believe you will/have thought of more.
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Re: New War Rule: Voodoo Lock

Postby Mugiwara » Fri May 05, 2017 2:43 pm

Banger wrote:If it doesn't count purely floating ships then its a silly suggestion because it could be easily worked around. No one in their right mind is going to burn a bunch of commandeer cards to get rid of someones ships to trigger this penalty. -1

Edit: I didn't take into account Ravage which is also an option. I still think there is a lot of opportunity to be able to avoid penalty here with it factoring in out of fleet ships.


During war for lock down a witch doctor i believe using bunch of commandeers or ravages for even cheapest ship not a silly move. it can be difference between winning or losing.

i believe this suggestion really strong and will be effective during wars. But its not hard to counter. especially for experienced players.
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Re: New War Rule: Voodoo Lock

Postby Vane » Fri May 05, 2017 2:44 pm

Aye, sometime losing the last ship for a pirate is key to specific things. I have thought of work a rounds but many counters to them. I won't complain about it but I do wish to make it known I protest! :D

As I said if need be i'll find another route.
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Re: New War Rule: Voodoo Lock

Postby Captain Jack » Fri May 05, 2017 2:50 pm

Casting voodoo with no ships to lose is a game practice we want to eliminate.

Still, this does not target witch doctors. It targets guilds improvement.
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Re: New War Rule: Voodoo Lock

Postby Most Lee Harmless » Fri May 05, 2017 2:51 pm

Charles Vane wrote:So let me see if I have this right,

Avonmora gets boring to the point many complain. Pure pirate guild starts up with the intention of action, entertainment, and training pure pirates. Now the game is to get an update which cancels the pirates best strategy?

Alright then, back to the drawing board I go..


I dunno, looking at the practicalities over the past few weeks, I'm reaching the conclusion that the pirate life these days is far more profitable than it ever used to be : piracy bonus, scraps bonus, voodoo turn costs much reduced, skirmish, skirmish techs and the upcoming skirmish enhancements just announced : add in the voodoo plunder suggestion and I'm sorely tempted to take the black, plus, its much more fun smacking semi-defenceless merchants than trying to be one..

Watch this space (the one where the flag goes)... :)
-1 : Move to archive.
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Re: New War Rule: Voodoo Lock

Postby Vane » Fri May 05, 2017 2:51 pm

My intent is not to cast with no ships ;). The strategy is a different one.

I agree casting without ships should be fixed.
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Re: New War Rule: Voodoo Lock

Postby Shadowood » Fri May 05, 2017 3:30 pm

Release the Pirate Flagship (which the pirate will never want to get rid of) and release this at the same time.

Two birds with one stone. A pirate will always have his Flagship afloat as it is not allowed in Marina.

Give us the Flagship! :P :P :P xD xD xD
I don't fear death. I look forward to it with great anticipation. For then I will met God face to face and let him know that I stole his Man of War!!!
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Re: New War Rule: Voodoo Lock

Postby Captain Jack » Fri May 05, 2017 3:31 pm

To be sincere, that's hardly enough to stop this trend. We need something more about the particular issue. It's a good start though and our heading is guilds improvement.

Pirate Flagship importance has been upgraded in recent days. Still, we need ship abilities first. But we already have plans for the Flagship.
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