Conspiracy Protection

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Conspiracy Protection

Postby PhoenixKnight » Fri Jan 08, 2016 9:37 pm

Out of curiosity, is there a card out there to counter Conspiracy? It is one of the few cards that affects a nation without a counter or protection. May be a new card called Political guard?


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Re: Conspiracy Protection

Postby Roberts » Fri Jan 08, 2016 9:47 pm

PhoenixKnight wrote:Out of curiosity, is there a card out there to counter Conspiracy? It is one of the few cards that affects a nation without a counter or protection. May be a new card called Political guard?


Why don't we also have a card to protect a Nation for months on end?... If you are not willing to risk something, then do not put it out on the line.
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Re: Conspiracy Protection

Postby DezNutz » Tue Dec 18, 2018 5:58 am

I completely understand where PhoenixKnight is coming from on this topic. A few conspiracy cards can cause tens of millions of gc in influence damage with no means of protection. I however don't agree that there should be a new card to protect the ports.

In thinking about this, as a possible middle ground, if a player, that would be a top 10 influence holder for that port and nation, has a Mindbar active when Conspiracy is cast, the player's Mindbar (75% block chance) could block their influence loss. Anyone that doesn't have a Mindbar active would still receive the influence loss. If notifications are applied for when a block occurs, the caster would remain undercover, with a simple message of "Conspiracy Blocked at Port X".

Blocking Chance could also be changed since it isn't a direct cast on the player, to say like a 25% or 50% chance to block compared to the 75%.

CounterCurse would have no effect and be ignored in both directions.

Thoughts?
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Re: [Review] Conspiracy Protection

Postby Banger » Tue Dec 18, 2018 7:02 am

I definitely think there should be further discussion on this. Dez might be on to something.
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Re: [Review] Conspiracy Protection

Postby PFH » Wed Dec 19, 2018 4:00 pm

I like your ideas dez. I believe we may have something coming from this :)

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Re: [Review] Conspiracy Protection

Postby DezNutz » Thu Jan 17, 2019 10:06 pm

Bumping for Review & Comments
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Re: [Review] Conspiracy Protection

Postby William one eye » Thu Jan 17, 2019 11:08 pm

I would like to see port protections come from nation investments.

So you build a structure.
Say government Capitol building.
Investment in this structure gives you a percentage chance that a single conspiracy cast may fail against any nation member that is not eotc. As the building is leveled up protection chance should increase.

If the port is lost the Capitol building can be destroyed or occupied. After a set number of port occupation days passes.
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Re: [Review] Conspiracy Protection

Postby sXs » Thu Feb 14, 2019 3:51 pm

Simple solution is to remove the undercover aspect. Allows you to see who, which gives you options.

Second option is to put port and nation cards into a system in which they can only be cast at a nation level. Complicated but a nation system would enhance nation play.

Third option is to remove voodoo altogether for influence and population. This would be the most complicated optional
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Re: [Review] Conspiracy Protection

Postby Shadowood » Thu Feb 14, 2019 4:07 pm

If we are building a structure for protection, then I would say tie this is with the FORTS idea from DezNuts and others.

Building a Fort just goes along with the whole concept of "protection"

Just my opinion.
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Re: [Review] Conspiracy Protection

Postby Stan Rogers » Thu Feb 14, 2019 6:44 pm

Shadowood wrote:If we are building a structure for protection, then I would say tie this is with the FORTS idea from DezNuts and others.

Building a Fort just goes along with the whole concept of "protection"

Just my opinion.


I certainly would 'second' this suggestion. Now is the time to start talking about Port forts, cannons in port, blockades, and other items of battle enhancement additions. I also think port warfare would also open up options and help the discussion on Flagships, diplomacy, hostilities etc.
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