Voodoo changes

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Re: Voodoo changes

Postby ChaIbaud » Fri Feb 02, 2018 12:16 am

How about you have to have a minimum ship value that guarantees you have at least several ‘nicer’ ships or a new-player time limit before this voodoo cost be enacted? This would punish only witch doctors while keeping the current meta of the game and not be biased towards one side of the spectrum.
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Re: Voodoo changes

Postby Meliva » Fri Feb 02, 2018 12:19 am

chal wrote:How about you have to have a minimum ship value that guarantees you have at least several ‘nicer’ ships or a new-player time limit before this voodoo cost be enacted? This would punish only witch doctors while keeping the current meta of the game and not be biased towards one side of the spectrum.




Ship value could be manipulated pretty easily honestly. Just build a bunch of howkers and keep them out of fleets.
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Re: Voodoo changes

Postby Bmw » Fri Feb 02, 2018 12:25 am

I feel like making it use resources would really add a new layer to combat plus it would greatly increase the usefulness of having ships even if it's just a few ships.
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Re: Voodoo changes

Postby Dmanwuzhere » Fri Feb 02, 2018 12:29 am

Meliva wrote:
chal wrote:How about you have to have a minimum ship value that guarantees you have at least several ‘nicer’ ships or a new-player time limit before this voodoo cost be enacted? This would punish only witch doctors while keeping the current meta of the game and not be biased towards one side of the spectrum.




Ship value could be manipulated pretty easily honestly. Just build a bunch of howkers and keep them out of fleets.


those same hawkers with treasure fleet and winds could fill a port pretty good so before defining a general description how about the amount per card so an accurate idea is formed instead of a generalized blanket scenario.

To little and its ineffective to much and its selective. Without the numbers needed its a pointless discussion.
I wont even go into the time it would take away from any other up and coming changes so lets develop numbers so we can understand its true scope.
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Re: Voodoo changes

Postby Meliva » Fri Feb 02, 2018 12:35 am

You forget that you need to store resources in order to use voodoo in the first place-meaning you can't just start using treasures and winds off the bat. And in doing so to stock the warehouse up, your spending some of those resources using them. Not to mention the turns being spent, and the cost of using those voodoo would be a further inconvenience. But I agree that numbers should start being thrown out there. Ill think it over a bit and throw out a suggestion, unless someone else beats me to it.
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Re: Voodoo changes

Postby Dmanwuzhere » Fri Feb 02, 2018 12:37 am

I dont know anyone with empty ports :D
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Re: Voodoo changes

Postby Meliva » Fri Feb 02, 2018 12:40 am

Dmanwuzhere wrote:I dont know anyone with empty ports :D



Tell me, how many of the 21 ports do you have stocked with a variety of resources? Its fine if you don't want to answer that, but the point is, is that a variety of resources would be used, and while I'm sure almost any veteran player has some supplies stocked away in various ports, is it just a single resource, or a variety? I'm fairly certain its the former for most players. The only exceptions being ship building ports, and hideout.
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Re: Voodoo changes

Postby Dmanwuzhere » Fri Feb 02, 2018 12:41 am

6 and those are not trade routes i just like being a retard sometimes and playing with my fleets out of boredom
Last edited by Dmanwuzhere on Fri Feb 02, 2018 12:43 am, edited 1 time in total.
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Re: Voodoo changes

Postby Meliva » Fri Feb 02, 2018 12:43 am

Dmanwuzhere wrote:6



That is a good amount, more then I thought, but even so, 6/21 isn't even 33%. And I'm fairly certain many other players probably have less then that.
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Re: Voodoo changes

Postby Meliva » Fri Feb 02, 2018 12:49 am

I also thought it over, and while I don't have proper numbers quite yet, I do have a sort of baseline for it.
My idea is that common cards have a basic cost of 1X. what X is, will be decided based on the card.
Uncommon could be 2X. Meaning that at minimum it will always be twice what a common would cost.
And rare 5X. 5 times what a common would be.

I think all of them should require gold bars to work, so that we have a new gold bar sink. common can be 10, uncommon 20, and rare 50 for example. Certain cards can be specialized-Iron golem for example should not require any supplies but gold bars and turns to cast, as it seems pointless in sacrificing material on a card to gain material. Ill continue thinking on the numbers, but any help would be appreciated.
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