Shaman at Sea: Bringing Back Naval Combat (Large)

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Re: Shaman at Sea: Bringing Back Naval Combat

Postby DezNutz » Sat Nov 04, 2017 4:59 pm

Definitely an interesting concept.

SHM wrote:Curses that are cast only from Fleet slot


So, the curses in that section can only be cast using the fleet slot? They can't be cast in any other circumstance.
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Re: Shaman at Sea: Bringing Back Naval Combat

Postby Sir Henry Morgan » Sat Nov 04, 2017 5:16 pm

Yes - some curses can be only cast from the slots, some from both, and some only in the traditional manner.
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Re: Shaman at Sea: Bringing Back Naval Combat

Postby Sir Henry Morgan » Sat Nov 04, 2017 5:19 pm

Here's some other ideas....

I am liking the idea of a single slot for each ship. Total of 5 curses. A single curse per slot, with stacking capabilities.

MoW, SotL, Large Frigate and Flag Galleons can weild any curse, Rare, Uncommon and Common. Frigate down to Trade Galleon only wield Uncommon and Common Curses. Merchantman to Howker can only wield Common Curses.

As Brigs work with Royal Auxillary and Emergency Call, the Brigantine and Brig of War may "special voodoo" class ships. Brigantine can be transporters, and Brig of War execute Vengeance of the Witch Doctor and Voodoo Storm.

Time Spirals and curses like them should work on all ships, being able to load one for every level of the ship.
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Re: Shaman at Sea: Bringing Back Naval Combat

Postby Sir Henry Morgan » Mon Nov 06, 2017 12:58 am

I have pondered this idea for several days, and have made several posts, most too elaborate for the purpose.

After setting all aside, I believe the simpler the idea, the better. With that in mind, I entertain the following for casting voodoo curses from ships.

1.) The voodoo curse slot shall be on the lead ship. That be where the admiral most likely will be in the fleet, and only makes sense, be there 1 or 5 ships in the fleet.

2.) This slot will only hold one type of curse, but can hold one curse card for each level. In otherwords, a level 5 ship can hold up to 5 curses of the same card - 5 Leviathans, or 5 Time Spirals, but not 1 Leviathan and 4 Time Spirals.

3.) It costs 2 turns to load a curse card and 3 to unload the card. Turns required to cast card are spent upon being triggered, and cannot be loaded. This way, if there are not enough turns to cast the curse, it fails upon being triggered.

4.) Fleets must have 0 DR to load curse cards.

As for what curse cards 1) can only be cast from ships, 2) can be cast from ships and in the traditional manner and 3) can only be cast traditionally needs discussion - I've put forth several suggestions and ideas, but certainly more thought from those whose brains be more agile than mine would provide a viable solution than those I have suggested.

Thanks to those who have commented, and to those who have taken time to read through my brain dumping on this idea!
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Re: Shaman at Sea: Bringing Back Naval Combat

Postby Vane » Mon Nov 06, 2017 3:00 am

If one were to load 10 Leviathans on his lead ship, is there an option to select which enemy ship catches those levi's?

If I missed where that was listed I apologize, don't recall seeing it.
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Re: Shaman at Sea: Bringing Back Naval Combat

Postby Sir Henry Morgan » Mon Nov 06, 2017 3:10 am

The way I see it, the curse would be triggered on the start of combat - my initial idea was it would hit the lead ship of one's adversary.

However, It might be possible to select the target, like a menu selection of ship in the fleet, ie, Position #1, Position #2, Position #3,etc.
That way one can take out the tail of a fleet, or simply vanquish the lead ship if desired.

I like the idea of the Leviathan working only on fleet being attacked.

Detailing each curse is something that will need some refining.
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Re: Shaman at Sea: Bringing Back Naval Combat

Postby Vane » Mon Nov 06, 2017 3:24 am

Aye, for me it would need to allow the option to eliminate a tail, otherwise fleet plunder would be very, very difficult if not near impossible if Levi was restricted to only being used via loading to a fleet.
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Re: Shaman at Sea: Bringing Back Naval Combat

Postby Shadowood » Mon Nov 06, 2017 3:25 am

Agreed
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Re: Shaman at Sea: Bringing Back Naval Combat

Postby Sir Henry Morgan » Mon Nov 06, 2017 3:43 am

I think I understand - load 10 levi's to your attack fleet, toggle to hit the tail ship, then hit the target you are after. (Use skirmish, plunder or ambush). One could use a single ship fleet to take out the tail, and follow up with a attack fleet (with more voodoo) to clean up.

I like the idea of Levi's coming only from a fleet, as it greatly weakens the witch doctor gambit - and Levi's directly and exclusively affect a ship.
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Re: Shaman at Sea: Bringing Back Naval Combat

Postby Vane » Mon Nov 06, 2017 3:47 am

Sir Henry Morgan wrote:I think I understand - load 10 levi's to your attack fleet, toggle to hit the tail ship, then hit the target you are after. (Use skirmish, plunder or ambush). One could use a single ship fleet to take out the tail, and follow up with a attack fleet (with more voodoo) to clean up.

I like the idea of Levi's coming only from a fleet, as it greatly weakens the witch doctor gambit - and Levi's directly and exclusively affect a ship.


I can get on board with that. I like the concept of making ships deliver the punch. +1
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