Casting points

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Casting points

Postby William one eye » Wed Jan 24, 2018 4:41 pm

This is an alternate to my suggestion of turn separation. viewtopic.php?f=4&t=4129#p64869

This is designed to limit the profitability of pure witch doctor game play without having a significant effect on other play styles.
A player will earn points by naval activity.

In order to gain full voodoo casting access, players would have to put assets at risk by performing naval movement tasks.

The current turn system will function exactly as it does now.
To cast most types of voodoo, casting points as well as turns will be required

for example to cast a Fugitive from Justice
it would require 8 turns and 8 casting points to cast.

turn investment cards, in order to not make these cards to expensive
I suggest. they only require the casting points to use the card
and not for the investment.

for example to cast a call the kraken
it would require 3 turns and points.
then you would only need to invest turns.


Casting points-

New players earn 2 casting points per hour, until they have used 1000 casting points.

after that

Earned 1 per hour - up to 200

can buy double storage earns 1 per hour up to 400

can store maximum of 600 casting points

Note - at this point I am still suggesting players earn casting points over time.
alternately - if we were given more turns to work with, I would eliminate this.
Non Merchant players will need to use a fair amount of turns to earn casting points.
This is pretty restrictive for raiders.


Earning additional casting points



By battle -

earn 5 casting points per plunder win
earn 5 casting points per skirmish win
earn 15 casting points per ship capture

by trade

earn 1 casting points per every 2,500 crates delivered
earn 1 casting points per every 100s gold bar delivered

time spirals only affect turns

--------------------------------------------------------------------------------------------
original suggestion - It has been suggested this could leave some players
undefenseable.

Time spiral - select attack turns or points - defaults to attack casting points.
On casters end - if you are attacking turns - it uses turns
- if you are attacking points - it uses points

loose

-2 - 4 casting turns

-4 - 7 action turns

removed
---------------------------------------------------------------------------------------------


voodoo that does not require points to cast.

npc voodoo

pacifisim
coastal patrol
coastal piracy

aid voodoo

buried treasure
generosity
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Re: Casting points

Postby DezNutz » Wed Jan 24, 2018 5:18 pm

What kind of naval movements? Can you go into more detail on this.
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Re: Casting points

Postby Dmanwuzhere » Wed Jan 24, 2018 5:19 pm

I still see it as an easily manipulated and exploitable system.
But if everyone is wanting to
1) move the game away from voodoo more
2) move away from proxy players casts (even though there have been and still are guilds who cast by proxy for others)
then I suggest even stricter cast turns being implemented at a trickle by allowing only the 1 an hour.


If that doesnt take the game back to more naval based gameplay I don't know what would.
I don't discern the difference of a single proxy casting player from a guild or collective of plotting characters.
Personally I never expect a positive without a negative so when I see nothing but a bonus in a suggestion I will always buck it.

The problem for me is when the definition is contorted to solve a problem when in reality it only stops certain people and not the mechanic of proxy casting I cant get behind it.
But the majority of the players always complain voodoo is used to much.
The trickle of turns would change the quick thoughtless casts from players such as myself into slowing down more to strike harder and with thought to achieve maximum damage from voodoo and slower cast turn return.

But as a tool for controlling proxy casts I really dont see it working on removing that mechanic just manipulating it to make some people happy which
for me makes it a waste.
But as for the game changer everyone seems to want to move away from voodoo its perfect. :beer
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Re: Casting points

Postby DezNutz » Wed Jan 24, 2018 5:28 pm

I don't see it as a move away from voodoo. Voodoo would still be required for actions. This if anything makes persistent use of voodoo more dependent on other actions. I would want to know more details, but I suspect that this would also provide a significant edge to raiders, who would likely be able to replenish points quickly compared to the others.
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Re: Casting points

Postby William one eye » Wed Jan 24, 2018 5:41 pm

DezNutz wrote:What kind of naval movements? Can you go into more detail on this.



By battle -

earn 5 casting points per plunder win
earn 5 casting points per skirmish win
earn 15 casting points per ship capture

by trade

earn 1 casting points per every 2,500 crates delivered
earn 1 casting points per every 100s gold bar delivered


Dmanwuzhere wrote:I still see it as an easily manipulated and exploitable system.



This gives nothing more than we already get, so I don't see how its exploitable.
your either have to wait for points to accumulate, ship something, or attack someone.

currently you can get 12 points an hour if you are at double rate and can buy more.
With this you would now get 1 point per hour, and can't buy any. You can only earn them.
To earn them, unless you are shipping enough cargo, you will be using up your regular turns.
I am open to other suggestions that could be tied to points earning.
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Re: Casting points

Postby William one eye » Wed Jan 24, 2018 5:53 pm

double post - deleted
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Re: Casting points

Postby DezNutz » Wed Jan 24, 2018 5:53 pm

For a witch doctor, maybe. But it would also be detrimental to traders. As their ability to counter and generate more points will be halted when their trade routes stop.

This is a raiders wet dream as they can simply time spiral a trader down to nothing and the trader will have no means to counter and no means to gain casting points as they wont' be able to conduct battle nor continue trade with active voodoo against them.
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Re: Casting points

Postby William one eye » Wed Jan 24, 2018 6:00 pm

DezNutz wrote:For a witch doctor, maybe. But it would also be detrimental to traders. As their ability to counter and generate more points will be halted when their trade routes stop.

This is a raiders wet dream as they can simply time spiral a trader down to nothing and the trader will have no means to counter and no means to gain casting points as they wont' be able to conduct battle nor continue trade with active voodoo against them.



If time spiral only worked on turns and did not destroy points, it would solve that.
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Re: Casting points

Postby DezNutz » Wed Jan 24, 2018 6:02 pm

But that leaves a giant hole open for players to hoard max casting points then drop their ships and run as a WD until their points run out.
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Re: Casting points

Postby William one eye » Wed Jan 24, 2018 6:23 pm

DezNutz wrote:But that leaves a giant hole open for players to hoard max casting points then drop their ships and run as a WD until their points run out.



600 points for casting than they have to start over. they would have to rebuild 600 regular turns
and 600 casting points to get fully reloaded.

better than 600 turns and will automatically have 600 turn again in two days if they buy as it is now.
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