Fugitive of Justice Fix

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Fugitive of Justice Fix

Postby TheLoveTiger » Fri Aug 01, 2014 2:30 pm

Any chance there would be support in making the FOJ card have a +2 danger rating per hour? The +1 danger rating per hour makes a single card useless when used by itself because the danger system clears it out.Having a card be a uncommon and have no use without a 2nd card makes it feel more like a rare because you need to use 2 cards before you can see results. Also having a single card is beneficial to the opposing party because it makes them only have to remove one card against them rather than the two.
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Re: Fugitive of Justice Fix

Postby Jim Hawkins » Fri Aug 01, 2014 2:59 pm

FOJ comes into its own when fleets have stopped. Hostile natives is best for moving fleets. You still get plus one danger when the fleet ports plus the cards. Using favourable wins can also get increased danger over time
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Re: Fugitive of Justice Fix

Postby Roileon » Fri Aug 01, 2014 8:48 pm

Well I once advocated to Capt.Jack that the +1 should be calculated into the dr after the -1per hour is done. That way there is no dr change. But, this becomes really important when a fleet has 0 danger. because dr can't go negative, if the +1 is done after the -1, the new dr is 1. Multiply that by cast 3 fugitives from justice and you've got yourself a ballgame. This is more of an issue of WHEN the danger is added vs being taken away. I'd rather have this over changing the card to adding +2 danger.
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Re: Fugitive of Justice Fix

Postby PFH » Sat Nov 17, 2018 9:10 pm

Disapprove. A single foj can eventually halt all trading fleets with travels under 2 hours.
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Re: Fugitive of Justice Fix

Postby Banger » Sun Nov 18, 2018 12:15 am

Roileon wrote:Well I once advocated to Capt.Jack that the +1 should be calculated into the dr after the -1per hour is done. That way there is no dr change. But, this becomes really important when a fleet has 0 danger. because dr can't go negative, if the +1 is done after the -1, the new dr is 1. Multiply that by cast 3 fugitives from justice and you've got yourself a ballgame. This is more of an issue of WHEN the danger is added vs being taken away. I'd rather have this over changing the card to adding +2 danger.


If this is feasible then it is what I would prefer.
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Re: [REVIEW] Fugitive of Justice Fix

Postby Hawk » Sun Nov 18, 2018 12:38 am

-1
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Re: [REVIEW] Fugitive of Justice Fix

Postby DezNutz » Sun Nov 18, 2018 2:11 am

While I think TLT and Roi's take on this are interesting and I find that casting FfJ to be wasteful in many circumstances, I don't think FfJ should change.

Disapprove.
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Re: Fugitive of Justice Fix

Postby Poppy » Sun Nov 18, 2018 9:52 am

Clockwork wrote:Disapprove. A single foj can eventually halt all trading fleets with travels under 2 hours.

I like single ffj use. good call CW
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Re: [REVIEW] Fugitive of Justice Fix

Postby Vane » Tue Nov 20, 2018 3:36 pm

Disapproved
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