Dmanwuzhere wrote:Here it is simple as I can put it, you believe buffs in the form of voodoo should exist however any other voodoo that does not aid you due to not having it or having the means to acquire it due to any distraction say in the form of techs lack of funds or whatever the case may be is bad. Is b.s. You can do the same damage with voodoo that the same Charles Vane does with the exact same cards he chooses to utilize.
As for reading comprehension show me one post where I defended voodoo for the sake of someone simply being a pirate. You can't. I have in the past defended pirates while even being attacked by them. Same with this new class labeled WD. The only person I know to truly claim that title is Admiral Nelson and guess what, he has no love for me and will harass me with the same voodoo everyone is griping about. But much like Ronald Reagan did after his attempted assassination who did nothing to regulate more b.s. on guns despite one being used on him.
I just feel if you want to pass on profit to cast and be a pain then do it. If you want to be a pirate then do it. If you want to trade then do it. But if you want to impede another game style with regulations while yours remains untouched you are a selfish non gaming grinch with no skills who wants everyone to be on equal footing thus eliminating different styles of play. I can name plenty of tactics I dont use because I do it different it doesnt mean the other way should be forced from the game it just means I have the choice to use it or figure another way to get the same results.
If you cant understand that then I will go back to looking at the girl who expertly shields her right eye just in the nick of time.
Wrong at your first sentence, I didn't say that the only voodoo should be buffs and that if it wasn't it was bad.
You assume, just as others do, that because I find issue with players that hold no ships and just cast voodoo, that I'm against pirates. Please tell me oh wise dman, when a player that holds no ships and casts a Hostile Natives or Fugitive from Justice on me, how can I cast the same cards against them with effect. Yes there are other voodoo that I could use, but in the end, I will still have lost more and spent more trying to counter a player that has a limited avenue of retribution. What real risk do they have. They have no trade routes, no ships to rebuild, so they likely have no gc in their purse. They may lose some voodoo and turns, which aren't difficult to recover, but they have effectively neutered a bulk of the existing voodoo from being used against them. Most of the voodoo is ship/fleet related. Please explain.
The suggestion I made was also made by Vane earlier in the thread. I solely elaborated more on the details than he did. There are plenty of voodoo that exist that can be turned into game features/functions, specifically in relations to naval combat. This would in effect phase out that voodoo, but its effect would be available via the new mechanism. Now there could be some alterations to the effects, but I would not want a pirates ability to be diminished nor do I want it made so traders have it easier.
There are obviously some voodoo that don't fit into the buff area, which is where I think voodoo should be focused. Just because voodoo should focus on buffs, doesn't mean there won't be or that I don't support voodoo for other things.
I am not a pro-trader or anti-pirate player. I consider myself in the middle. Yes, I enjoy trading and fully understand and accept that I could be hit and plundered. I don't want nor care for risk free trading, as at some point in the future, I will move out of a nation and play as a pirate for a few months. It is a pirate game, one should play as a pirate for a period of time, at least once. I try to make my suggestions fair and equal.