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 qpWiseManBellamyqp » Sat May 27, 2017 1:03 am

yep it sure is but for the community to grow new players are accidentally dragged into wars they know nothing about. not everyone has time to spend on these types of games.. so maybe we should have an option for new players to have a parley added to them but if you attack real players with voodoo then gloves are off so to speak unless its within the skirmish laws :)
simply what if Dr ??? ... just like marmite.
;)
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Re: New War Rule: Voodoo Lock

Postby DezNutz » Sat May 27, 2017 2:02 am

qpWiseManBellamyqp wrote:yep it sure is but for the community to grow new players are accidentally dragged into wars they know nothing about. not everyone has time to spend on these types of games.. so maybe we should have an option for new players to have a parley added to them but if you attack real players with voodoo then gloves are off so to speak unless its within the skirmish laws :)


New players can't be hit until they spend 1000 turns, which is about a weeks worth of game play.
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Re: New War Rule: Voodoo Lock

Postby qpWiseManBellamyqp » Sat May 27, 2017 5:38 am

DezNutz wrote:
qpWiseManBellamyqp wrote:yep it sure is but for the community to grow new players are accidentally dragged into wars they know nothing about. not everyone has time to spend on these types of games.. so maybe we should have an option for new players to have a parley added to them but if you attack real players with voodoo then gloves are off so to speak unless its within the skirmish laws :)


New players can't be hit until they spend 1000 turns, which is about a weeks worth of game play.



lol I really don't think that is long enough for some people ... others fine who already know the rules but for noobs... its like taking candy from babies befor they born lol
simply what if Dr ??? ... just like marmite.
;)
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Re: New War Rule: Voodoo Lock

Postby qpWiseManBellamyqp » Sat May 27, 2017 5:44 am

ahoy ...possible new rule for that could be:
at max lost 25ships ...
15 can be stolen 10 sank to bottom of sea with the best ships in order top of fleet sinks lvl 7 lvl6 and lvl5 once 25ships have been taken or sunk that player is then sorta untouchable for 7days unless they attack back in which case rules are broken and its free hunting agagin? (possible of large amount of voodoo on emergency call and royal auxsillary ~~~ either guild or nation or even player bonus through academic learning.

and possibility of a 7day immunity button for soul traders alone. this button option could also be applied to other merchants but only if they have not attacked in previous 7days.

Spoiler: show
hunting fleets find best ships with max 45points when returned :)


:xx :wheel :idea: :arrow: :beer :pc
simply what if Dr ??? ... just like marmite.
;)
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Re: New War Rule: Voodoo Lock

Postby Maha » Sat May 27, 2017 5:57 am

qpWiseManBellamyqp wrote:ahoy ...possible new rule for that could be:
at max lost 25ships ...
15 can be stolen 10 sank to bottom of sea with the best ships in order top of fleet sinks lvl 7 lvl6 and lvl5 once 25ships have been taken or sunk that player is then sorta untouchable for 7days unless they attack back in which case rules are broken and its free hunting agagin? (possible of large amount of voodoo on emergency call and royal auxsillary ~~~ either guild or nation or even player bonus through academic learning.

and possibility of a 7day immunity button for soul traders alone. this button option could also be applied to other merchants but only if they have not attacked in previous 7days.

Spoiler: show
hunting fleets find best ships with max 45points when returned :)


:xx :wheel :idea: :arrow: :beer :pc

why the limit? what's not working?
your proposal will give players a 7 day period of safe time to use capital ships with sink/steal protection. th last day they hide them and let 25 howkers be sunk or captured. to repeat the process
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Re: New War Rule: Voodoo Lock

Postby qpWiseManBellamyqp » Sat May 27, 2017 7:20 am

its only unfair if you want to destroy a player and never have them return to avonmora taking away the full on eefect of losing all.
having 25 max ships you can take or sink makes it harder for both pirates and players alike to win :) just means you have to work lil bit harder looking for the right ships :)
simply what if Dr ??? ... just like marmite.
;)
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Re: New War Rule: Voodoo Lock

Postby Vane » Sat May 27, 2017 2:25 pm

qpWiseManBellamyqp wrote:its only unfair if you want to destroy a player and never have them return to avonmora taking away the full on eefect of losing all.
having 25 max ships you can take or sink makes it harder for both pirates and players alike to win :) just means you have to work lil bit harder looking for the right ships :)



Then all the traders would run no cap ships, only cheap merchant vessels. keep their coin at 0!.

Get raided and lose 15 cheap tails.. eh who cares... I just got 7 days worth of protection to do and sail as i like now...

Eventually, raiding dies altogether because lets face it.. no good ships, no coin on hand = *No Profit*.


You have all the protection you need in how you design your set up and the combination of voodoo that exists. There are probably 2-3 "medium to large" players I would never raid unless they pissed me off, simply because the cost to profit ratio and work involved is not worth my time or energy.
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Re: New War Rule: Voodoo Lock

Postby Shadowood » Sat May 27, 2017 2:48 pm

Charles Vane wrote:
qpWiseManBellamyqp wrote:its only unfair if you want to destroy a player and never have them return to avonmora taking away the full on eefect of losing all.
having 25 max ships you can take or sink makes it harder for both pirates and players alike to win :) just means you have to work lil bit harder looking for the right ships :)



Then all the traders would run no cap ships, only cheap merchant vessels. keep their coin at 0!.

Get raided and lose 15 cheap tails.. eh who cares... I just got 7 days worth of protection to do and sail as i like now...

Eventually, raiding dies altogether because lets face it.. no good ships, no coin on hand = *No Profit*.


You have all the protection you need in how you design your set up and the combination of voodoo that exists. There are probably 2-3 "medium to large" players I would never raid unless they pissed me off, simply because the cost to profit ratio and work involved is not worth my time or energy.


Agreed
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Re: New War Rule: Voodoo Lock

Postby Haron » Sat May 27, 2017 2:52 pm

I, too, agree with Vane.
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