Witch Doctors gameplay - manageable risk for everyone

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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Charles Vane » Wed Mar 07, 2018 2:36 am

Not if they have 5 ships.. sink chance is nill.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Yekin » Wed Mar 07, 2018 2:39 am

Sir Edward Pellew wrote:Not if they have 5 ships.. sink chance is nill.


Hence why my flat rate was like 4 or 5 fleets not ships thats 20 to 25 ships you have a chance to sink them.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Yekin » Wed Mar 07, 2018 2:41 am

Obviously I am not trying to say that my idea is the end all be all of ideas. I'm just defending it because it's mine LOL. There are plenty of other possibilities out there. I like William's idea. While his idea doesn't completely remove witchdoctors it gives them a serious handicap

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And coincides with a system we already have (turns). Also can be lore friendly with mana or something!
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Charles Vane » Wed Mar 07, 2018 2:48 am

Yekin wrote:
Sir Edward Pellew wrote:Not if they have 5 ships.. sink chance is nill.


Hence why my flat rate was like 4 or 5 fleets not ships thats 20 to 25 ships you have a chance to sink them.


Fleets means fleets not necessarily full. So your now basing it off 20-25 ships, new players will leave immediately if they can't cast for missions.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Slovich » Wed Mar 07, 2018 2:52 am

I would like to see voodoo cost a gold value then you can only cast as much as your gross value of your ships. Meaning common are worth 10k and you have 50k gross value then you can cast 5 commons a day then.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Sir Henry Morgan » Wed Mar 07, 2018 3:08 am

Here's an off the wall idea - it just occurred to me while visiting with others, and was encouraged to post this:

Everyone generates 1/2 turns every 10 minutes.

Say it requires ships to generate turns. If you have no ships, and your sign off (or are inactive) for 30 minutes, turns will quit accruing.

This will require some sort of defense to gain turns. Even if it is a single howker outside a fleet, simply sink it, commandeer it, ambush it, etc. If it is a MoW outside a fleet, it will require a lot of swag in the treasury to keep it from being stolen.

Thoughts?
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Dmanwuzhere » Wed Mar 07, 2018 3:19 am

Sir Henry Morgan wrote:Here's an off the wall idea - it just occurred to me while visiting with others, and was encouraged to post this:

Everyone generates 1/2 turns every 10 minutes.

Say it requires ships to generate turns. If you have no ships, and your sign off (or are inactive) for 30 minutes, turns will quit accruing.

This will require some sort of defense to gain turns. Even if it is a single howker outside a fleet, simply sink it, commandeer it, ambush it, etc. If it is a MoW outside a fleet, it will require a lot of swag in the treasury to keep it from being stolen.

Thoughts?


Lol I like the on line turn generation to force people to be more active or not be able to do much when they return but that isnt your end game here and from my use of the suggestion it is a self centered idea. But I dont see that as bad as I view some suggestions as it does deal a negative impact to any who own no ships and are offline for a long amount of time.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Admiral Nelson » Wed Mar 07, 2018 7:33 am

I do not think basing casting Voodoo on the amount of ships one has or the value of those ships, as then those with a large amount of ships can cast a incredible amount of Voodoo - Whereas one with 50 or even 100 ships is limited to half the amount if not more.

If it does have to be ship based, make it so there is a max. (200 Ships = Unlimited voodoo can be cast). As I do not see why, people should be awarded more for having a mass amount of ships in this matter (They already have a incredible income). If it does end up ship based, one also has to discuss how many Voodoo Cards a pirate uses in a Ship Raid - as we do not need to make a pirate life harder, either. Perhaps making a own rule to the pirates casting Voodoo

EG: IF Player = Pirate Flag & If Player 5 to 25 ships 30 Voodoo can be cast. (Quick number of what a ship raid would require)
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby William one eye » Wed Mar 07, 2018 12:28 pm

Sir Henry Morgan wrote:Here's an off the wall idea - it just occurred to me while visiting with others, and was encouraged to post this:

Everyone generates 1/2 turns every 10 minutes.

Say it requires ships to generate turns. If you have no ships, and your sign off (or are inactive) for 30 minutes, turns will quit accruing.

This will require some sort of defense to gain turns. Even if it is a single howker outside a fleet, simply sink it, commandeer it, ambush it, etc. If it is a MoW outside a fleet, it will require a lot of swag in the treasury to keep it from being stolen.

Thoughts?


I like the combination of this and my casting points idea.
Applying this to the automatic time based casting point part of my idea. So you would still earn casting points from shipping or fighting. But if you were doing nothing and wanted to earn casting points by trickle you would need a minimal amount of ship assetts on the water.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby OG Deadking » Wed Mar 07, 2018 1:04 pm

how about we keep the game the way it is, because sir henry Morgan idea would decrease the number of pirates and privateers by a large amount


After all there was literally one person who voted which doctor, right now all this effort over 1 or 2 witch doctors is a little overboard now is it?
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