Witch Doctors gameplay - manageable risk for everyone

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Re: Witch Doctors gameplay - manageable risk for everyone

Postby sXs » Wed Nov 01, 2017 1:24 am

Crackedcubes wrote:
DezNutz wrote:IMHO, the easiest way to eliminate the Witch Doctor game play is to phase out voodoo into game mechanics that directly involves ships, battles, etc.


Oh how I would love to see voodoo completely eliminated from the game, then the pirates would have to stand on the merits of their ships and not the 3 Fuji strategy.... :o:


I agree. all things done with cards should be done with strategy, diplomacy, and PvP battles at sea.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Crackedcubes » Wed Nov 01, 2017 1:32 am

Feniks wrote:
Crackedcubes wrote:
DezNutz wrote:IMHO, the easiest way to eliminate the Witch Doctor game play is to phase out voodoo into game mechanics that directly involves ships, battles, etc.


Oh how I would love to see voodoo completely eliminated from the game, then the pirates would have to stand on the merits of their ships and not the 3 Fuji strategy.... :o:


I agree. all things done with cards should be done with strategy, diplomacy, and PvP battles at sea.


Apparently didn't read the quote and response Feniks....Dez and I are lobbying for complete phase out of cards not "strategic use of cards". Sigh....just another pirate trying to squash the comment board.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby sXs » Wed Nov 01, 2017 2:02 am

No I read it correctly, You misread my response. I have lobbied for a long time for stepping away from cards and making it a ship based game.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Crackedcubes » Wed Nov 01, 2017 5:03 pm

Feniks wrote:No I read it correctly, You misread my response. I have lobbied for a long time for stepping away from cards and making it a ship based game.


Sigh....shakes head and steps away from Tavern threads for another 6 months! Why do i bother..
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby OG Deadking » Tue Feb 20, 2018 7:01 pm

-1000000000
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby DezNutz » Tue Feb 20, 2018 7:08 pm

OG Deadking wrote:-1000000000


Too bad. It's toxic game play. There needs to be change. While I support the phasing out of certain voodoo into game mechanics, I will support any path the Admins choose, regardless of how I think it should be done.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Dmanwuzhere » Tue Feb 20, 2018 7:21 pm

:D :D :D
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Vane » Mon Mar 05, 2018 7:57 pm

To address witch doctor play as it continually comes up without any progress..

Will has a good idea on casting turns, but what if we made it much more simple by increasing their risk in order to cast.

I think the amount of curses a player can cast in any 24 hour period should be based on the "Cannon Count" they hold. The formula can be discussed but my views are something like so...

0-20 Cannons - Divider = 5
21-80 Cannons - Diver = 8
81-200 = 15
.
.
.
2,000 = 50
ect...


Cannon Count / (Divider Value) = Allowable Casts within 24 hour span. (Rounded up to the nearest "one")


If a player has 2,000 cannons..

2,000 / 50 = 40 Cards can be cast in any 24 hour period.


If a player has a single cutter with 8 guns...

8 / 5 = 1.6 (Rounded up to nearest one) = 2 Cards can be cast.


If you want to fleet one single ship only and use a Ship of the Line (something of value increasing witch doctor risk)

60 Guns / 8 = 7.5 rounded up = 8 cards in 24 hours.





This will force players to fleet and use proper ships of value and risk in order to really benefit from casting curses in large quantities.

If you have 500 howkers fleeted and have guns on them your looking at no high value ships but the risk of so many fleets and have 2,000 guns puts you able to cast 40 cards in 24 hours. Add some Large Frigs and Sotls and you drastically increase your capabilities.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby William one eye » Mon Mar 05, 2018 8:06 pm

just attaching this here also -

the advantage of casting points, while more complicated is that it does not limit anyone,
merchants with no guns, or even pirates with only 1 fleet.
It just means you have to work for your turns to cast.

Casting points

viewtopic.php?f=4&t=4130
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Shadowood » Mon Mar 05, 2018 8:07 pm

Charles Vane wrote:To address witch doctor play as it continually comes up without any progress..

Will has a good idea on casting turns, but what if we made it much more simple by increasing their risk in order to cast.

I think the amount of curses a player can cast in any 24 hour period should be based on the "Cannon Count" they hold. The formula can be discussed but my views are something like so...

0-20 Cannons - Divider = 5
21-80 Cannons - Diver = 8
81-200 = 15
.
.
.
2,000 = 50
ect...


Cannon Count / (Divider Value) = Allowable Casts within 24 hour span. (Rounded up to the nearest "one")


If a player has 2,000 cannons..

2,000 / 50 = 40 Cards can be cast in any 24 hour period.


If a player has a single cutter with 8 guns...

8 / 5 = 1.6 (Rounded up to nearest one) = 2 Cards can be cast.


If you want to fleet one single ship only and use a Ship of the Line (something of value increasing witch doctor risk)

60 Guns / 8 = 7.5 rounded up = 8 cards in 24 hours.





This will force players to fleet and use proper ships of value and risk in order to really benefit from casting curses in large quantities.

If you have 500 howkers fleeted and have guns on them your looking at no high value ships but the risk of so many fleets and have 2,000 guns puts you able to cast 40 cards in 24 hours. Add some Large Frigs and Sotls and you drastically increase your capabilities.

Not a bad idea at all Mr. Vane.

I would just add that it needs to be "Fleeted" cannons. 500 howkers with cannons, out of fleet is still crazy. No one will waste Ravage to hit 1 howker.
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