Voodoo changes

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Re: Voodoo changes

Postby Dejanira » Fri Feb 02, 2018 2:22 pm

+1 but not goldbars,
as for new players goldbars are not easy to buy nor craft.
Stay tuned on Radio Image Bermuda!
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Re: Voodoo changes

Postby Sir Henry Morgan » Fri Feb 02, 2018 2:37 pm

+1

Gold bars are not that difficult to attain; you can buy them at any port. Use them to lower the cost of casting curses.

Say a curse takes 1 gold bar or 3500 gold coins, 10 gold bars or 35,000 gold coins.
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Re: Voodoo changes

Postby not a pirate » Fri Feb 02, 2018 3:20 pm

-1. This doesn't make any sense. Voodoo is supposed to add unpredicatbility to the game: someone can strike however hard they want with whatever they want. This limits that, and especially isolates new players to be dumped on without being able to do anything back as their resources are slim. Older players also may only have 2 howker fleets gathering resources, and so their voodoo gained over time cannot be utilized. Just a bad idea in general. Keep the materials for building, etc. like they are actually used for. Keep the magic away from them.
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Re: Voodoo changes

Postby D00T » Fri Feb 02, 2018 3:42 pm

Updated with gold bar uses
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Re: Voodoo changes

Postby Dmanwuzhere » Fri Feb 02, 2018 4:07 pm

Military bribe etc are great benefits not sure why they would be exempt from gold bars and materials, the idea of voodoo requiring goods and bars is a system.
Systems mandate a uniform appearance not a penalty for what you personally dislike.
Anything other than uniform across the board would be a -1 for me.
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Re: Voodoo changes

Postby D00T » Fri Feb 02, 2018 4:15 pm

They are not exempt from materials, just gold bars, since it will make the card ineffective if it costs too much
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Re: Voodoo changes

Postby Dmanwuzhere » Fri Feb 02, 2018 4:21 pm

Lol, using gold bars and goods to cast a 1cr curse didnt seem to phase anyone so if it isnt profitable to cast oh well.
There will be plenty with a system like this that will not be profitable to cast. :D
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Re: Voodoo changes

Postby ChaIbaud » Fri Feb 02, 2018 4:27 pm

-1 from me, I don’t believe there is a good, equitable way to rid the game of the handful of witch doctors unless you want to drop a hefty coin and place a bounty on them for magpies like Bigtea did to me lol. Pirates normally don’t have too many ships to stock warehouses, it makes no sense to have more targets for retaliatory victims to hit on: therefore this in my mind forces ones hand: have a few ships to stock warehouses to cast voodoo, which already cost a considerable amount of turns which is the universal thing that limits players, or have a few ships to pirate with and not be able to defend against a super merchant with every warehouse maxed against you. Leave it at turns for heaven’s sake, I believe this suggestion would limit the game in more ways than just curbing voodoo behemoths.
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Re: Voodoo changes

Postby ChaIbaud » Fri Feb 02, 2018 4:28 pm

Sorry for the lengthy description but Dman the forum troll likes to discredit arguments if you don’t meet the minimum character count he has assigned for each player.

Perhaps there could be a discounted rate for pirates who wish to cast just as it is with upkeep. Yet I can’t give an exact number as no finally exact costs have been proposed, Dman.
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Re: Voodoo changes

Postby Dmanwuzhere » Fri Feb 02, 2018 5:03 pm

chal wrote:Sorry for the lengthy description but Dman the forum troll likes to discredit arguments if you don’t meet the minimum character count he has assigned for each player.

Perhaps there could be a discounted rate for pirates who wish to cast just as it is with upkeep. Yet I can’t give an exact number as no finally exact costs have been proposed, Dman.


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