VUDU vs. MERC - Ceasefire Treaty

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Re: VUDU vs. MERC - Ceasefire Treaty

Postby Shadowood » Thu Jan 04, 2018 8:27 pm

Stan Rogers wrote:
That works !
Maybe CJ will paste it into his suggestion box.


Yes and no.. While I agree that every player should have ships to cast voodoo, I don't want to be penalized for only running 25 - 50 ships. Why should traders get more turns than pirates. Traders don't need them as much as pirates do.

Not sure I agree with this suggestion.

I would be more comfortable based on Size/Type of ship. Anyone can build a few cutters to get around any future "nerf" for witch docs. What if, to cast lots of voodoo or certain kind, you needed to have a Frig or better. Or to cast on a SOTL you, yourself needed a SOTL (not sure about that one).
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Re: VUDU vs. MERC - Ceasefire Treaty

Postby DezNutz » Thu Jan 04, 2018 8:29 pm

William one eye wrote:Re the witch doctor complaints,,

Suggestion ...

Turns maximum to ship count in a sort of exponential pattern would be a simple way to solve witch doctor issue. So zero ships would get very few turns per day,
And say 100 ships would get our current rates and limits.
Any more ships than the 100 become irrelevant, as the purpose is only to get ships on the water. Suggest this would only occur past the 1000 turn rule.

Or tie only turns available for casting to ship count.
So you still have full use of turns for non casting actions.
But there are a limit to how many can be used to cast voodoo.


- 1 followed by shit ton of zeros

That would reduce the effectiveness of pirates considerably.
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Re: VUDU vs. MERC - Ceasefire Treaty

Postby PFH » Thu Jan 04, 2018 8:31 pm

William one eye wrote:Re the witch doctor complaints,,

Suggestion ...

Turns maximum to ship count in a sort of exponential pattern would be a simple way to solve witch doctor issue. So zero ships would get very few turns per day,
And say 100 ships would get our current rates and limits.
Any more ships than the 100 become irrelevant, as the purpose is only to get ships on the water. Suggest this would only occur past the 1000 turn rule.

Or tie only turns available for casting to ship count.
So you still have full use of turns for non casting actions.
But there are a limit to how many can be used to cast voodoo.

-1 x 10 to the f-ton
Not a bad consideration if pirates weren't here. I do appreciate the brainstorm though. Maybe we can't really do anything to witch doctors without destroying another class of player.
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Re: VUDU vs. MERC - Ceasefire Treaty

Postby William one eye » Thu Jan 04, 2018 8:32 pm

perhaps the number of casting turns available should be tied to fleet gross value amounts.
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Re: VUDU vs. MERC - Ceasefire Treaty

Postby PFH » Thu Jan 04, 2018 8:33 pm

William one eye wrote:perhaps the number of casting turns available should be tied to fleet gross value amounts.

Ship prices change a lot due to the changing cred market. Not a bad idea as a whole though.
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Re: VUDU vs. MERC - Ceasefire Treaty

Postby DezNutz » Thu Jan 04, 2018 8:36 pm

Harlock wrote:
William one eye wrote:perhaps the number of casting turns available should be tied to fleet gross value amounts.

Ship prices change a lot due to the changing cred market. Not a bad idea as a whole though.


Tech reduces ship values as does battles (Level Loss and re-level). There are some ships out there that have a gc value of 1.
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Re: VUDU vs. MERC - Ceasefire Treaty

Postby Banger » Thu Jan 04, 2018 8:37 pm

DezNutz wrote:
Harlock wrote:
William one eye wrote:perhaps the number of casting turns available should be tied to fleet gross value amounts.

Ship prices change a lot due to the changing cred market. Not a bad idea as a whole though.


Tech reduces ship values as does battles (Level Loss and re-level). There are some ships out there that have a gc value of 1.


Still a lvl 10 frig has the same base value assigned by the game.
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Re: VUDU vs. MERC - Ceasefire Treaty

Postby PFH » Thu Jan 04, 2018 8:37 pm

DezNutz wrote:
Harlock wrote:
William one eye wrote:perhaps the number of casting turns available should be tied to fleet gross value amounts.

Ship prices change a lot due to the changing cred market. Not a bad idea as a whole though.


Tech reduces ship values as does battles (Level Loss and re-level). There are some ships out there that have a gc value of 1.

I agree with that 100%. :)
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Re: VUDU vs. MERC - Ceasefire Treaty

Postby William one eye » Thu Jan 04, 2018 8:38 pm

if you are a pirate and you need to cast more than 3 foj or 3 hostile natives and a few advanced piracy to hit your target, you are probably spending more on the attack than you are making.

so a casting turn limit, with no attack turn limit should not be an issue.
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Re: VUDU vs. MERC - Ceasefire Treaty

Postby Shadowood » Thu Jan 04, 2018 8:38 pm

DezNutz wrote:Tech reduces ship values as does battles (Level Loss and re-level). There are some ships out there that have a gc value of 1.



I have worked my Cutters to death!!

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:D :D :D :D :D :D :D
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