Captain dungeness wrote:I'm not sure about having a guild-limit because new players that dont understand that rule would be confused why they are not accepted into the guild.
Such confusion only exists so long as the related Guild Master is so unworthy as to not inform the applicant of the reason(s) for rejection. Also, I clearly explained why this is necessary to keep the same thing from happening to players at the hands of a guild that M0nkeydluffy, Hellfire, yourself and even myself are interested in preventing from being caused by an individual. Are we or are we not looking for balance?
I strongly support M0nkeydluffy's suggestion in another topic for a Bounty Board. Without that, a guild that serves as a school for new members would have no recourse for unprovoked attacks on their weak members by bullies. It is almost a necessity for that to exist before any ideas here can justly be made parts of the game. I will explain, after addressing your next point, why the two are so closely connected.
Captain dungeness wrote:My suggestion for the really powerful card (which I consider to be, of course, "Fugative from Justice" as well as "Swarm of Worms", "Call Leviathan" and "Confuse") could have a much larger turn cost to cast. I don't even consider the 8, 10, 3 and 5 turn costs to be of ANY significance. 2x Fugative + 1x Swarm of worms makes every fleet visible and damaged- all for only 26 turns. Someone with many cards could cast that on 4 people in a guild and still have almost 100 turns to spend attacking them. It seems like there is not a need for guildmates when you can do both the cursing and the attacking yourself. If the costs were doubled (or more) on those strong offensive cards I could see there being more of a need to work together or buy a 400 turn limit while you are attacking. This idea would make stockpiling a little bit less of an issue becasue the cards can't be played so incredibly fast as they are now. I would say double or quadruple the turn cost on theses cards. Then you need to choose carefully who in your guild will cast which curse in which order so your attack works well.
It would feel more justified if I had lost my fame lead because an entire guild spent 200 turns each to take me down. As it was there was only maybe 50 turns spent by 2 players and then all the other turns were spent on plundering. I have no hard feelings though. The PK guys seem fair.
I agree that voodoo use ought to be more costly. Maybe about twice what it is now for offensive cards and a 50% increase for defensive. There are far too many advantages being given to a guild if the combined destructive force of a guild is not limited by controlling the combined destructive, disruptive and diminishing cards capacities. NO GUILD SHOULD EVER BE ABLE TO DO MORE DAMAGE TO A PLAYER, BY USE OF OR WITH ASSISTANCE FROM VOODOO, THAN A PLAYER WITH 200 TURNS CAN DO TO A PLAYER. So if I cannot retaliate on a guild-affiliated player, with all of the force that I deem fair, without having thousands of turns used against me (to cast voodoo in quantities far more than I am allowed to cast) as long as the guild has voodoo to cast, then your idea doesn't provide the balance that you claim to seek. Nor does it do so If I am ganged up on by a guild that can cast the maximum curses suggested earlier in this post while I am limited to retaliating on only one member at a time while a whole guild is attacking me again. There is no balance unless a guild can possess no more harmful cards than an individual can. Again I ask. Are we or are we not looking for balance?
Now on to the Bounty Board. I would be glad to be a protector of the weak. Without the power to stand up to a guild, a bounty board is a flop. It started out as an excellent idea until this post was started. I am not saying that this post wasn't needed. It was. The only problem is the lack of insight needed to consider the big picture. This is a pirate game. It simulates a time and lifestyle that existed in our real history. Certainly there were hired Pirate Hunters. Do you think they came unarmed? Where would we be now if they did? If Pirates Glory is going to have balance and realism then it is going to take much more thought than what has been demonstrated here. In order for a Bounty Hunter to be successful he would have to be paid in voodoo and turns upon completion or in advance of his service.
Captain dungeness wrote:Xep, You have some big talk.
I would much rather you didn't shorten my Username. How would you like it if I addressed you as "Captain dung"? MAO