Witch Doctors gameplay - manageable risk for everyone

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Re: Witch Doctors gameplay - manageable risk for everyone

Postby sXs » Fri Sep 08, 2017 6:22 pm

I am still confused here i guess. If the issue is truly "witch Doctor" actions, then why would more cards be the answer? It seems counter productive.

Without some restrictions in place of some sort it would not solve the underlying issue.

Just an opinion.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Kangaroo » Sat Sep 09, 2017 2:08 pm

What if the turn cost per cast increased by 1 for every cast of any particular card, within a certain time period, 120 minutes for arguments sake.

So a Propaganda card which costs 8 turns per cast currently, costs 9, 10, 11 etc for each subsequent cast within that period.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Most Lee Harmless » Sat Sep 09, 2017 2:17 pm

I've been pondering the notion of a cool-down period after casting a card up to its stacking limit : say a period equivalent to its 'life' after expiry: so, After casting 3 fugi's (to its stacking limit) you cant cast anymore fugi's on that target for 24hrs after the last one expires. Its a bit complex and might require some cards be given notional stacking limits to make it work, but it would stop 24/7 lockdowns by one player on another, give some breathing time for the target to respond/repair and open up some interesting avenues for casting strategies and co-operation.

I'm sort of working the idea off the current 'ambush' limitations, which work well and thus demand careful planning and forethought.
-1 : Move to archive.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Mack » Sat Sep 09, 2017 3:27 pm

I dont like the limit idea, i am a lone player and this would hinder me greatly. In many situations. It would help me in one
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Most Lee Harmless » Sat Sep 09, 2017 4:41 pm

As stated, its a notion I been thinking on : perhaps best is to discuss the idea of cool-down periods rather than pick apart specific cards and situations for and against. Stacking limits may require consideration and re-adjustment : for example, some have already told me they think FoJ should have a limit of 6 casts before the cooldown kicks in to allow for re-casting after a guildmate promptly cleans : as suggested, such a notion would lead to some interesting new strategies both attack and defence-wise.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Mack » Sat Sep 09, 2017 4:48 pm

Yeah it would change war a lot, limits on mindbars purifies and serinities as well. this would make guilds much more necessary for an effective defence or attack
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Sir Henry Morgan » Sat Sep 09, 2017 7:50 pm

Captain Jack wrote:1)
Create cards like Hostile Natives and FoJ that will target voodoo, turns and gold instead. They should be enchantments, and they should expose such assets based on time that has passed while they are active or once an action has been made. Once these assets are exposed, they should be lootable with anything else than voodoo. Fleets should act as a measure to defend these, so any player with a decent fleet should not be able to be affected by this. Although it should not be about ship or fleet numbers.

Of course, such voodoo will be purify,serenity prone (which means they will be able to be removed by the receiving player) but they should be as dreadful as FoJ and HNs are to big ship holders.


I think this idea can work - here's some ideas (I didn't think deep and hard upon them, just brainstormed them out to get the idea.) The FoJ and the HN open up ships for attack by anyone. With that in mind, I have worked to find a means to do the same with other assets.

Spoiler: show
====================================
Pilfering Hooligans - Uncommon(?)
Turns: ?
Duration: 24 hours
Stackable: 5x
Avenge3

"Throughout Avonmora, gangs have targeted your warehouses, selling your goods on the dock for next to nothing!"

Each warehouse of victim loses 1% of its holdings. These are placed "on the dock" in each port, and are for sale at 1 gc each. Any player (including victim) can purchase from the dock and store it in their own warehouses, or for trade on ships. Gold bars are exempt. Maximum of 5% for 72 hours.

======================================
Picketing Guilds - Uncommon(?)
Turns ?
Duration: 24 hours
Avenge2

"Workers from all walks of Avonmora are picketing your docks and warehouses."

Victim cannot buy, sell or move goods or gold bars with warehouses or ships.

==============================
The Curse of Eris - Uncommon(?)
Turns ?
Duration: 24 hours
Stackable 5x
Avenge2

"Eris, the God of Chaos has been enticed by your shaman and now creating mayhem and discord for your shaman!"

Victim loses 1 voodoo curse every hour. Curses are then placed randomly as prizes/treasure on NPC fleets in Patrol Feature.

Sands of Time - Uncommon(?)
Turns ?
Duration - 24 hours
Stackable 3x
Avenge3

"Oi! Some blighter has busted ye hourglass!"

Victim loses 1 turn every 10 minutes. Turns then appear randomly as prizes/treasure on NPC fleets in Patrol Feature.


As I have said, these are ideas - hopefully to spur the creativity of others about the game!
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Sebena » Sat Sep 09, 2017 9:57 pm

Sir Henry Morgan wrote:
Captain Jack wrote:1)
Create cards like Hostile Natives and FoJ that will target voodoo, turns and gold instead. They should be enchantments, and they should expose such assets based on time that has passed while they are active or once an action has been made. Once these assets are exposed, they should be lootable with anything else than voodoo. Fleets should act as a measure to defend these, so any player with a decent fleet should not be able to be affected by this. Although it should not be about ship or fleet numbers.

Of course, such voodoo will be purify,serenity prone (which means they will be able to be removed by the receiving player) but they should be as dreadful as FoJ and HNs are to big ship holders.


I think this idea can work - here's some ideas (I didn't think deep and hard upon them, just brainstormed them out to get the idea.) The FoJ and the HN open up ships for attack by anyone. With that in mind, I have worked to find a means to do the same with other assets.

Spoiler: show
====================================
Pilfering Hooligans - Uncommon(?)
Turns: ?
Duration: 24 hours
Stackable: 5x
Avenge3

"Throughout Avonmora, gangs have targeted your warehouses, selling your goods on the dock for next to nothing!"

Each warehouse of victim loses 1% of its holdings. These are placed "on the dock" in each port, and are for sale at 1 gc each. Any player (including victim) can purchase from the dock and store it in their own warehouses, or for trade on ships. Gold bars are exempt. Maximum of 5% for 72 hours.

======================================
Picketing Guilds - Uncommon(?)
Turns ?
Duration: 24 hours
Avenge2

"Workers from all walks of Avonmora are picketing your docks and warehouses."

Victim cannot buy, sell or move goods or gold bars with warehouses or ships.

==============================
The Curse of Eris - Uncommon(?)
Turns ?
Duration: 24 hours
Stackable 5x
Avenge2

"Eris, the God of Chaos has been enticed by your shaman and now creating mayhem and discord for your shaman!"

Victim loses 1 voodoo curse every hour. Curses are then placed randomly as prizes/treasure on NPC fleets in Patrol Feature.

Sands of Time - Uncommon(?)
Turns ?
Duration - 24 hours
Stackable 3x
Avenge3

"Oi! Some blighter has busted ye hourglass!"

Victim loses 1 turn every 10 minutes. Turns then appear randomly as prizes/treasure on NPC fleets in Patrol Feature.


As I have said, these are ideas - hopefully to spur the creativity of others about the game!




First two are great last two are too strong maybe limit them to 50/100 cards max and 50/100 turns that way it should have some backbone because let's be honest if I cast the curse of eris on some inactive player I can easily stack couple hundreds in cards in a few hours
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Sir Henry Morgan » Sat Sep 09, 2017 10:11 pm

They are strong - what if they only worked on active players? Last 7 days sign in? Particularly concerning turns...

With voodoo cards, it would work very similarly to how plundering inactives works. eventually, the cards will all be in play. The way things go overboard and all out, it would take about a month or so to get it done.

Or, perhaps only a percentage (50%) of the turns/cards make it to the NPC fleets. The rest simply disappears.

Hmmmm. Still brainstorming.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Poppy » Sat Sep 09, 2017 11:08 pm

make TM a 2 turns to cast common card and the whole problem is solved.
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