New patch of voodoo cards

Do you have an idea for a card ? Do you want a tweak on existing voodoo cards? Perhaps you even want one of them removed? This is where you can post your suggestion.

New patch of voodoo cards

Postby Captain Jack » Tue Jun 04, 2013 4:40 am

Greetings fellow Avonmora citizens,

We want to add about 30 new voodoo cards, 10 for each rarity category.
This should move the game version by 0.1 and has to happen as soon as we reach version 1.0 (in the next few days).

We may use some of the ideas presented here, however, we are looking for a theme in the way these voodoo cards will work. The theme we want to add is to make them as strong as a certain quantity each time.

Here are some examples so you can understand what I mean:

(The examples are totally random - I write as I think here)

Code: Select all
Example 1:
Name: Wrath of the unknown
Type: Instant
Turn cost: 10 + X
Deal X danger to target fleet where X is the number of extra turns you invest.


Code: Select all
Example 2:
Name: Public Relationships
Type: Instant
Turn cost: 10
Target player loses X fame where X is the number of ships he own * 1000.
You earn half of it.



Code: Select all
Example 3:
Name: Vengeance of the Witch Doctor
Type: Instant
Turn cost: 8
Deal X danger to target fleet where X is the number of hostile enchantments on you.


Code: Select all
Example 4:
Name: Repair Fleet
Type: Enchantment
Duration: 72 hours
Stack: 1
Turn cost: 8
Repair X points of damage every hour to every ship you own, where X is the number of Brigs you own.


Code: Select all
Example 5:
Name: Emergency Call
Type: Enchantment
Duration: 72 hours
Stack: 1
Turn cost: 8
If Repair fleet is active (see example 4),
Repair X points of damage of all ships of any fleet you own that receives an attack, where X is the number of Brigs you own.


I hope you get the meaning. Generally we want to add more flexibility to voodoo to further increase the strategic options in the game.
Obviously, some new mechanisms and terminology will be introduced to facilitate the theme. One mechanism example is the categorizing of all voodoo to hostile or not.

Be invited to have your ideas flowing in ;)
You can use 1 topic per voodoo curse (best) but even a list of ideas will work.
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Re: New patch of voodoo cards

Postby Rolando » Tue Jun 04, 2013 7:34 am

Rare
Name: Friends in High Places
Type: Instant
Turn cost: 10 + X amount of turns invested
Gold Cost: 10,000 + 1,000 gold per turn spent ( to simulate paying bribes to a corrupt official)
Remove X danger from target fleet where X is the number of extra turns you invest.
Card Quote "Make allies or make final arrangements"
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Re: New patch of voodoo cards

Postby Spastic » Tue Jun 04, 2013 7:44 am

example 1and rolando's would need to be capped so that the game doesnt favour voodoo gods more
Last edited by Spastic on Wed Jun 05, 2013 7:00 am, edited 1 time in total.
I'm a canny one
Scourge of the Seven Seas
Sink anyone's galleon
To murder my enemies
Whether he's been stabbed in a back street
Or a vast sea attack by the Black Flag fleet
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Re: New patch of voodoo cards

Postby Rolando » Tue Jun 04, 2013 7:54 am

Uncommon
Name: Hired Diplomat
Type: Instant
Turn cost: 8
Remove 50% of a single nation's Hostility rating from the target Player
Card Quote "Politicians are just Pirates who raid with ink and paper"
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Re: New patch of voodoo cards

Postby Mohammed » Tue Jun 04, 2013 8:03 am

there 2 cards are nice rolando well done
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Re: New patch of voodoo cards

Postby Spastic » Tue Jun 04, 2013 8:26 am

I have been thinking about his one for a while, i also asked a few players if they thought it would be useful all (that i remember) seemed to like it.

Name: Foresight (Name probably needs to be changed)
Rarity: Common
Turns: 3-5
Curse Target: Player
Effect: Voodoo cast on the target player is revealed to the caster.
Last edited by Spastic on Sun Jun 09, 2013 1:05 pm, edited 2 times in total.
I'm a canny one
Scourge of the Seven Seas
Sink anyone's galleon
To murder my enemies
Whether he's been stabbed in a back street
Or a vast sea attack by the Black Flag fleet
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Posts: 345
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Re: New patch of voodoo cards

Postby Juicypotato » Tue Jun 04, 2013 3:13 pm

Rare

Grand Theft

Removes up to 10 of the same curses from target player. It acts likes a magpie. It randomly selects a curse from the player's inventory except that it either takes all of them or 10. Whereas all of them the number of curses taken would be less than 10. Or we might have to handicap this giving it a 50% chance to work and even if it doesn't work the player will know. This would be great for inactive player's that have large number of curses....

I'll try to do a suggestion every day and not flood everybody with my ideas because i have some more.
hahahahahahahahaha

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Re: New patch of voodoo cards

Postby MAjesty » Tue Jun 04, 2013 5:52 pm

Wow. X cost cards. suddenly in vogue i suppose. perhaps if they had been in vogue the last time they were suggested.... o well i suppose things happen.

i reiterate the Angels of the Fleet suggestion i made earlier.

most games which include cards like the voodoo cards used in this came fall upon the exact same trappings.

X costs are a no brainer because of their direct cost to effect ratio.

no brainer status also belongs to cards which remove specific game-pieces from the playing board for a set bit of time.
you see, it is the ultimate protects (in this case ship or fleet) from other in game effects.

the original suggestion made by yours truly was that a fleet becomes untargetable by Any effect for a preset limit of time, this would force the players to make a cost/benefit analysis, invulnerable to levithan, but now an invalid target for bless/drums of war. it Changes the game piece, not introduces a trumping effect (cuz that's power creep and terrible for Any game) but since the effect is hard to compare to Other Effects, it allows the game to evolve into a new game-play equilibirum where there IS NO RIGHT ANSWER, allowing for multiple viable strategies with different benefits depending on how well they are played out by the using playing.

Game Theory Gentlemen... it makes games fantastic.

plz excuse my cynicistic tone. i'm only trying to help. i cant help but feel a little discouraged, but u see, quitting is for losers, and why wud i ever do that.

i love u all.
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Re: New patch of voodoo cards

Postby Spastic » Wed Jun 05, 2013 7:19 am

Option 1

Name: Champion of Justice
Rarity: Rare
turns: 25 (room for discussion on how many turns it would cost)
Effect: Cancels all Fugitive from Justice curse on target player and protects from them for 3 days

Option 2
'
Name: Champion of Justice
Rarity: Rare
turns: 10 + x amount of turns each day (the card will expire after a certain amount of days)


Name: Native Tongue
Rarity: Uncommon
Turns: 8-12
Effect: Removes 1 hostile natives curse from target player.

This card is uncommon so there are less in circulation then hostile natives. But it could be changed to common because purify and serenity are way better yet in the same category. If moved down to common it would cost more tuns then a HN so that attackers have some advantage.
Last edited by Spastic on Wed Jun 05, 2013 7:28 am, edited 2 times in total.
I'm a canny one
Scourge of the Seven Seas
Sink anyone's galleon
To murder my enemies
Whether he's been stabbed in a back street
Or a vast sea attack by the Black Flag fleet
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Re: New patch of voodoo cards

Postby Mohammed » Wed Jun 05, 2013 7:26 am

Spastic wrote:Option 1


turns: 10 (room for discussion on how many turns it would cost)
Effect: Cancels all Fugitive from Justice curse on target player and protects from them for 3 days



it costs 24 turn for 3 fugs and they last for a day so the card should be at least 25 turn
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