
make it a function of
cargo moved and
cannons on the water
and make a exception provision for players just starting out.
One of the first missions is to cast npc voodoo.
Shadowood wrote: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.
William one eye wrote:would like to see a provision for merchants that do not wish to arm their ships. like myself
make it a function of
cargo moved and
cannons on the water
and make a exception provision for players just starting out.
One of the first missions is to cast npc voodoo.
Sir Edward Pellew wrote:Shadowood wrote: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.
I agree, Fleeted is best.William one eye wrote:would like to see a provision for merchants that do not wish to arm their ships. like myself
make it a function of
cargo moved and
cannons on the water
and make a exception provision for players just starting out.
One of the first missions is to cast npc voodoo.
Perhaps make it where cannons owned is not the requirement but cannon slots available is. This keep it straight across the board, allowing those not wishing to buy cannons the same perks as those who do. Keeping the metric simple and involving one dynamic, ie. cannons, and not adding other dependencies would be ideal in my mind. If they are not required to be purchased but simply available slots based on the ships fleeted then it remains equal to all and still requires carrying proper risk in order to cast voodoo at any devastating level.
Yekin wrote:No one runs 5 SOTL's in a fleet and most pirates do not want to run that high value of a ship to begin with. I think limiting Voodoo to the rich in that way would harm the game. Voodoo gives those newer players the ability to at least touch the big fish early on in the game (A good thing which incentivizes new players to stick with the game). Building ships (and the officers that go with it) enough to work through this cannon idea is a massive undertaking for new players and is a direct assault on the pirate game style used by guilds like PIRAT.
Also cannons effecting voodoo does not make sense from a lore standpoint.