Voodoo changes

Old Discussion topics

Re: Voodoo changes

Postby Dmanwuzhere » Fri Feb 02, 2018 12:50 am

Well honestly I dont know whats normal but I am less developed than those around me lol I am always behind them so I just think expanding and expanding til it hurts is normal :D
damages or butthurt received in the posting of these words is solely yours and yours alone
if counseling is needed therapist ahben buthert or cryin ferdays is available at the tp kleenex & creme clinic
:PP
I am a silly head and a meanie.
User avatar
Dmanwuzhere
 
Posts: 3009
Joined: Tue Feb 07, 2017 5:29 pm
Location: Balls Drive Bracebridge, Ontario.

Re: Voodoo changes

Postby D00T » Fri Feb 02, 2018 1:31 am

Meliva wrote:I also thought it over, and while I don't have proper numbers quite yet, I do have a sort of baseline for it.
My idea is that common cards have a basic cost of 1X. what X is, will be decided based on the card.
Uncommon could be 2X. Meaning that at minimum it will always be twice what a common would cost.
And rare 5X. 5 times what a common would be.

I think all of them should require gold bars to work, so that we have a new gold bar sink. common can be 10, uncommon 20, and rare 50 for example. Certain cards can be specialized-Iron golem for example should not require any supplies but gold bars and turns to cast, as it seems pointless in sacrificing material on a card to gain material. Ill continue thinking on the numbers, but any help would be appreciated.

Thanks for the help Mel, I’ll think on the numbers
God is dead. Long live the machine.
User avatar
D00T
 
Posts: 891
Joined: Tue Jul 11, 2017 7:11 pm
Location: Down among the Lorn-Flukes

Re: Voodoo changes

Postby Dmanwuzhere » Fri Feb 02, 2018 1:36 am

SpacedefenderX wrote:
Meliva wrote:I also thought it over, and while I don't have proper numbers quite yet, I do have a sort of baseline for it.
My idea is that common cards have a basic cost of 1X. what X is, will be decided based on the card.
Uncommon could be 2X. Meaning that at minimum it will always be twice what a common would cost.
And rare 5X. 5 times what a common would be.

I think all of them should require gold bars to work, so that we have a new gold bar sink. common can be 10, uncommon 20, and rare 50 for example. Certain cards can be specialized-Iron golem for example should not require any supplies but gold bars and turns to cast, as it seems pointless in sacrificing material on a card to gain material. Ill continue thinking on the numbers, but any help would be appreciated.

Thanks for the help Mel, I’ll think on the numbers


Lol, thats good with the bars the x doesnt help but its a start the lol was for the guy who thinks any numbers arrived at have to be his :D
damages or butthurt received in the posting of these words is solely yours and yours alone
if counseling is needed therapist ahben buthert or cryin ferdays is available at the tp kleenex & creme clinic
:PP
I am a silly head and a meanie.
User avatar
Dmanwuzhere
 
Posts: 3009
Joined: Tue Feb 07, 2017 5:29 pm
Location: Balls Drive Bracebridge, Ontario.

Re: Voodoo changes

Postby Meliva » Fri Feb 02, 2018 1:41 am

The X is just a placeholder, but when a number is decided just plug it in and do the math. For example, lets say we end up deciding, dutch, Spanish, and English trading companies requires 500 wood, 300 iron, 100 tools and 200 cotton. We can then just plug that number in to the 2x formula for the East and west india company. So 2* all that would be 1K wood, 600 iron, 200 tools and 400 cotton. Then treasure fleet could be 5X. So 2500 wood, 1500 iron, 500 tools and 1000 cotton.

The basic point I'm making is to try to sort them out into sort of stages come up with a reasonable number, then just plug it in. What the numbers actually end up being and how the voodoo gets sorted is still up for debate and discussion, but I hope I explained it well enough for you.
I'm a meanie head! Beware my Meanness :arr
User avatar
Meliva
Community Administrator
 
Posts: 6704
Joined: Mon Apr 04, 2016 12:53 am

Re: Voodoo changes

Postby PhoenixKnight » Fri Feb 02, 2018 1:52 am

Well may be make some voodoo cost gold bars as gold bar sinker
Phoenix Knight
Dragon of the desert and the two seas
User avatar
PhoenixKnight
 
Posts: 1318
Joined: Sat Feb 09, 2013 9:27 pm

Re: Voodoo changes

Postby Meliva » Fri Feb 02, 2018 1:58 am

PhoenixKnight wrote:Well may be make some voodoo cost gold bars as gold bar sinker



I would prefer all of it, but I would be perfectly fine if only some would cost bars. Since at the moment there is no gold bar sinker that is permanent. Once a player is done with tech and hideout buildings they don't ever need to use a gold bar again, so a permanent bar sinker is kinda needed sooner or later in my opinion.

Though I suppose the 10 for LMM technically counts as a permanent sinker, but its not exactly a very big sink :D
I'm a meanie head! Beware my Meanness :arr
User avatar
Meliva
Community Administrator
 
Posts: 6704
Joined: Mon Apr 04, 2016 12:53 am

Re: Voodoo changes

Postby Bmw » Fri Feb 02, 2018 2:07 am

I feel like if gold bars were to become a part of the needed items to cast voodoo maybe have a very low baseline for most if not all of the rare voodoo at least and for certain one's like generosity maybe have a higher needed amount of gold bars or maybe have it be paid 50/50 gold bars to gold coins.
User avatar
Bmw
 
Posts: 1535
Joined: Sun Mar 20, 2016 2:43 am

Re: Voodoo changes

Postby Sir Thalius Hayle » Fri Feb 02, 2018 2:32 am

For what it is worth at this point, I like the suggested solution and general direction of the conversation, maybe even more than the new casting turn suggestion that One Eye made.

My beef has always been that it is hard to retaliate against a player that plays mainly in voodoo. This would require assets at risk, the loss of which would ultimately hamper their voodoo casting ability.

+1 :y
“When we remember we are all mad, the mysteries disappear and life stands explained.” ~ Samuel Clemens
User avatar
Sir Thalius Hayle
 
Posts: 179
Joined: Mon May 15, 2017 4:33 am

Re: Voodoo changes

Postby Meliva » Fri Feb 02, 2018 2:45 am

Sir Thalius Hayle wrote:For what it is worth at this point, I like the suggested solution and general direction of the conversation, maybe even more than the new casting turn suggestion that One Eye made.

My beef has always been that it is hard to retaliate against a player that plays mainly in voodoo. This would require assets at risk, the loss of which would ultimately hamper their voodoo casting ability.

+1 :y


I also liked Will's idea, but this one I like better for 2 reasons, 1st it seems a bit simpler of a solution-and often times that is the best solution, and 2nd it opens up new ways to stop a witchdoctor and it hampers their ability.
I'm a meanie head! Beware my Meanness :arr
User avatar
Meliva
Community Administrator
 
Posts: 6704
Joined: Mon Apr 04, 2016 12:53 am

Re: Voodoo changes

Postby Sir Thalius Hayle » Fri Feb 02, 2018 3:32 am

Agreed.
“When we remember we are all mad, the mysteries disappear and life stands explained.” ~ Samuel Clemens
User avatar
Sir Thalius Hayle
 
Posts: 179
Joined: Mon May 15, 2017 4:33 am

PreviousNext

Return to Archives