Witch Doctors gameplay - manageable risk for everyone

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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Captain Jack » Tue Sep 12, 2017 10:51 am

I certainly like the pioneer idea of stealing something from a player but instead of taking it to your own pocket, distribute it as bounty (hidden or not) elsewhere.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Captain Jack » Tue Sep 12, 2017 11:47 am

I think that this whole conversation brings us closer to a series of new rules that can be combined with the long demanded FLAGSHIP feature.

In my perspective, everyone needs a Flagship, not just Pirates as the topic by Jessica suggests. Ultimately, before Pirates can get any extra buffs, we need to iron out a lot of details.

The Flagship cannot be a win-win situation. It needs to come with weaknesses. At our case, drawbacks in case it is lost. This weakness part could be the first to be introduced.

Here is an approach:
-In order to target other players with voodoo, you must have a sailing Flagship under your control.
-Every player will be able to have 1 Flagship which they will choose at will. At least 7 days must pass before you can change your choice. In addition, at least 48hours must have passed since the last time you targeted someone with voodoo. If you have no flagship, these limits will not apply.
-Special Abilities will be possible at the Flagship (later version - as already discussed elsewhere).
-All flagships will be enjoy sinking immunity (Losing levels will be possible but they will not join Sea bottom).
-The flagship will be visible to other players, at both Plunder page and Spy Network report.

-Whenever the flagship's fleet loses a battle under the control of its owner, the winner will have a chance to plunder a random voodoo card from the Flagship owner (chance rules undefined for now).
-If a Flagship is stolen, the attacker loses a number of voodoo, relative to the danger points its fleet had at the time of the plunder. The higher the danger points, the greater the voodoo loss (ie 1 card per 36 points of danger, rounded up).
-If a Flagship is stolen, the ship retains its Flagship status for X amount of days (this can be affected by Flagship abilities - perhaps at least 7).

During this time, the initial owner is assumed as the owner and the player who stole it, is assumed as the controller. The following limitations apply to the ship when the controller is different than the owner:
-It can't enter any Private Marina.
-It can't be sold to any market.
-If plundered, the owner receives full intelligence information.
-It's special abilities remain inactive.

Once X amount of days pass, the controller also becomes the owner of the ship and as a result will be able to do what he wants with it. However, in order to activate its special abilities once again, the ship must receive the Flagship mark. If not, it will retain its special abilities but they will remain inactive.

Initial owner, during the X amount of days, cannot choose another ship as his Flagship. He must either retain his Flagship or wait for the days to pass in order to chose another ship.

During this period, the player loses its ability to target other players with voodoo. However, he gains the ability to target with voodoo the controller of his Flagship.

Probable Additions:
A mandatory return offer will be in effect once a Flagship is stolen. The offer will be created automatically but controller will be able to adjust the price which will span from 1 gold coin to 50 Millions, as a bounty to return the Flagship.

Initial owner will then be given the chance to decide whether to accept this offer or not from the looter. If the offer is accepted, the following till take place:
-The owner will pay the defined bounty which will be received by the looter (in similar fashion as credits exchange funds are received, to ensure safe delivery).
-Any voodoo active by any player to the other one, will be removed.
-The two players will not be able to target each other with voodoo for the next 7 days (debatable).
-The flagship will return to the initial owner (special delivery, as it happens in Ships Market will be in place to ensure safe delivery).
-A Global event will be created for this action which will also be mentioned in the Biography of every player.



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-

The idea above should be a good starting point. After the early feedback, we can create the above as a suggestion to explore it further. This does not mean this is the solution we are after. This is just a starting point.

It is also a good starting point in order to create MORE LIVE BATTLES. We have had quite many so far but since these are too dependent in voodoo, they last a few hours.

We got a good system we can use to increase warfare. We can use other ways to add danger points to fleets than voodoo. What's best than use the ongoing friction between players for this purpose. Something along the lines of side affects or backfire as suggested earlier. Anything that would keep battles interesting to continue and would make live battles more frequent.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Admiral Nelson » Tue Sep 12, 2017 12:25 pm

I agree, everyone needs a flagship; but the whole heartly idea of the flagship was so pirates could have an addition to the features of being a pirate. If you do this then any Tom, **** or Harry can get one; and may never even use it. The idea of everyone having a flagship will not 'promote' battles at all; it will just encourage people to be more defensive with their valuables.

The Pro's of the Flagship look good however when looking at the cons, one looks concerning..

-If a Flagship is stolen, the attacker loses a number of voodoo, relative to the danger points its fleet had at the time of the plunder. The higher the danger points, the greater the voodoo loss (ie 1 card per 36 points of danger, rounded up).

This is heavily against Pirates; remember at one point I had 5,269 Danger Rating in total. I do not think, if you lose a flagship you should lose Voodoo Cards. Maybe fame, but not something they spent money or valuable time. This will not promote battles, merely persuade people just to keep the flagship in a fleet with 4 tails. Hardly fun. I know its unlikely for someone to have that level of Danger however I am sure folk get up to 1,000 Danger rating pretty quick (Banger, Shadowood maybe even Vane).


I think the Flagship should only be available to those that have spent more then 5,000 turns in the game; as that way they should have a good understanding about the game and a decent income to increase its values.

Here is a solution I have thought of:
The player can assign the 'Flagship' status to any ship (Howker to Man of War) - However, once marked it can only be changed once that ship is lost.

As no offense; but we were promised the 'Dogger' ship and that did not make it into Pirates Glory.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Captain Jack » Tue Sep 12, 2017 3:21 pm

John Avery wrote:As no offense; but we were promised the 'Dogger' ship and that did not make it into Pirates Glory.


This is irrelevant to discussion. There are many approved suggestions and no promises. This is an administration baiting post as it implies that we do not keep our word, forcing me as a result to reply. Do you understand?
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby DezNutz » Tue Sep 12, 2017 3:27 pm

Flagships should be for pirates only. Additionally, giving flagships to all players doesn't resolve the problem that voodoo is still needed to initiate an attack. We are just adding conditions to the problem, the need of voodoo to plunder.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Captain Jack » Tue Sep 12, 2017 3:29 pm

DezNutz wrote:Flagships should be for pirates only. Additionally, giving flagships to all players doesn't resolve the problem that voodoo is still needed to initiate an attack. We are just adding conditions to the problem, the need of voodoo to plunder.


Have you actually read what I wrote?
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby DezNutz » Tue Sep 12, 2017 3:40 pm

Captain Jack wrote:
DezNutz wrote:Flagships should be for pirates only. Additionally, giving flagships to all players doesn't resolve the problem that voodoo is still needed to initiate an attack. We are just adding conditions to the problem, the need of voodoo to plunder.


Have you actually read what I wrote?


Yes I did.

Captain Jack wrote:-In order to target other players with voodoo, you must have a sailing Flagship under your control.


That is adding a condition to the need of voodoo to plunder.

Captain Jack wrote:During this period, the player loses its ability to target other players with voodoo. However, he gains the ability to target with voodoo the controller of his Flagship.


This does nothing but band-aid the problem. All a player needs to be a witch doctor is have a single fleet with a base level flagship flanked with 4 cutters. If they lose their flagship, they can just go full witch doctor on the person who stole it. They lose their ability to target other players but can still play with little to no risk.
Last edited by DezNutz on Tue Sep 12, 2017 3:46 pm, edited 1 time in total.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Admiral Nelson » Tue Sep 12, 2017 3:43 pm

Captain Jack wrote:This is irrelevant to discussion. There are many approved suggestions and no promises. This is an administration baiting post as it implies that we do not keep our word, forcing me as a result to reply. Do you understand?


I was giving you my opinion on the topic - And I used the Dogger as an example. I did not mean it like the way you interrupted it; for I think you guys do keep to your word and deliver the 'goods' sort to speak. Above the 'Dogger' note, you can find a suggestion where I state the user could always choose what ship they want as their flagship. Which I meant as a suggestion that if the community does not want a new ship (Flagship) you can always place the flagship option into already existing ships. :)

I do understand how you would think its me saying you don't keep to your word; and derailing the thread.However I did not mean it like that, and I am sure some people do think the same as you (That I was de-railing, disrespecting your fine work); as I am sure others knew what I was talking about (Suggesting a different way of implementing the flagship option).
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Banger » Tue Sep 12, 2017 3:46 pm

John Avery wrote:
Captain Jack wrote:This is irrelevant to discussion. There are many approved suggestions and no promises. This is an administration baiting post as it implies that we do not keep our word, forcing me as a result to reply. Do you understand?


I was giving you my opinion on the topic - And I used the Dogger as an example. I did not mean it like the way you interrupted it; for I think you guys do keep to your word and deliver the 'goods' sort to speak. Above the 'Dogger' note, you can find a suggestion where I state the user could always choose what ship they want as their flagship. Which I meant as a suggestion that if the community does not want a new ship (Flagship) you can always place the flagship option into already existing ships. :)

I do understand how you would think its me saying you don't keep to your word; and derailing the thread.However I did not mean it like that, and I am sure some people do think the same as you (That I was de-railing, disrespecting your fine work); as I am sure others knew what I was talking about (Suggesting a different way of implementing the flagship option).


I didn't ever think it was a consideration to add a new ship as "Flagship". It was always my understanding that it would just be a special indicator given to an existing vessel.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby DezNutz » Tue Sep 12, 2017 3:48 pm

Banger wrote:
John Avery wrote:
Captain Jack wrote:This is irrelevant to discussion. There are many approved suggestions and no promises. This is an administration baiting post as it implies that we do not keep our word, forcing me as a result to reply. Do you understand?


I was giving you my opinion on the topic - And I used the Dogger as an example. I did not mean it like the way you interrupted it; for I think you guys do keep to your word and deliver the 'goods' sort to speak. Above the 'Dogger' note, you can find a suggestion where I state the user could always choose what ship they want as their flagship. Which I meant as a suggestion that if the community does not want a new ship (Flagship) you can always place the flagship option into already existing ships. :)

I do understand how you would think its me saying you don't keep to your word; and derailing the thread.However I did not mean it like that, and I am sure some people do think the same as you (That I was de-railing, disrespecting your fine work); as I am sure others knew what I was talking about (Suggesting a different way of implementing the flagship option).


I didn't ever think it was a consideration to add a new ship as "Flagship". It was always my understanding that it would just be a special indicator given to an existing vessel.


A flagship would have to be a special ship or a specific type of ship. Otherwise one could cheat the system and make a cutter their flagship.
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