PFH wrote:Here is a formula I came up with for stealing voodoo:
5x% chance, where x is the formula: V/1000 rounded down where V is the players voodoo chest size.
Example: Target player has a 15% chance to lose voodoo. That player then has between 3000-3999 cards in their chest
This formula is only applied when a ship is plundered off of a player (is stolen from a player. Commandeer is not included in this.)
What do you guys think?
Sir Thalius Hayle wrote:PFH wrote:Here is a formula I came up with for stealing voodoo:
5x% chance, where x is the formula: V/1000 rounded down where V is the players voodoo chest size.
Example: Target player has a 15% chance to lose voodoo. That player then has between 3000-3999 cards in their chest
This formula is only applied when a ship is plundered off of a player (is stolen from a player. Commandeer is not included in this.)
What do you guys think?
You are suggesting that rather than guaranteeing one is lost when the last ship is plundered, instead every time a ship is plundered from a player they stand a chance to lose a card? The higher the voodoo chest size, the greater the chance a card is lost any time a ship is plundered?
Sounds a bit over-powered to me. I am thinking of the larger merchants with many ships and large voodoo chests to protect themselves. I could envision them being raided just for their voodoo cards.
Guaranteed card when last ship in a fleet is plundered or sunk sounds better to me.
Sir Thalius Hayle wrote:Understood.
PFH wrote:Sir Thalius Hayle wrote:Understood.
I also added the owner's auctions are included in their card count as well, so they cannot prevent card steals easily through a couple easy clicks.
PFH wrote:Tactics are what prevent a player from defleeting. Fugi and hostile natives and other surprises can manipulate that. Also, Ravage and disfavor and ambush can also be used to prevent defleeting. Of course, this would cost more to the initial attacker, so some math would have to be calculated whether they want to risk the chances and the costs of the casts.
You can render most things useless of you know how to do it.
Want to increase credit prices and make bribe cards and other profit cards more expensive? Buy credits abnormally in the market.
Want to have 50 ships or less to lower the chances of losing a level off of your tail? Have only a weak war fleet and a few cutter scout fleets.
Want to lower the chances of a player from casting more voodoo at you? Confuse and MB them.
DezNutz wrote:PFH wrote:Tactics are what prevent a player from defleeting. Fugi and hostile natives and other surprises can manipulate that. Also, Ravage and disfavor and ambush can also be used to prevent defleeting. Of course, this would cost more to the initial attacker, so some math would have to be calculated whether they want to risk the chances and the costs of the casts.
You can render most things useless of you know how to do it.
Want to increase credit prices and make bribe cards and other profit cards more expensive? Buy credits abnormally in the market.
Want to have 50 ships or less to lower the chances of losing a level off of your tail? Have only a weak war fleet and a few cutter scout fleets.
Want to lower the chances of a player from casting more voodoo at you? Confuse and MB them.
You obviously have never defleeted while being hit with voodoo, It's pretty easy.