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Dead in The Water

Posted:
Wed Feb 12, 2014 7:52 pm
by Sir Henry Morgan
Enchantment - Pirates Only
Uncommon
Duration: 24 hours
Cost: 8 turns
Target ship has 75% chance, if upon firing the first volley in combat, to win the engagement. Adds an additional 3 danger points per battle, win or lose.
By targetting rigging and rudders, the raiding pirate disables its target, knocking her out of commission, and out of the battle.
Re: Dead in The Water

Posted:
Wed Feb 12, 2014 8:20 pm
by SSR
If I got this right, this is wayyy too overpowered. So if I cast this on a ship (fleet, whatever) I get a 75 % chance If I strike first to win the battle? Ok. I enchant my lvl 10 sotl with let's say 45 attributes, all in favor of striking first. Now I attack let's say joe_boot. I hit him as many times as I can because I don't care if I lose, but if I win he'll definetely lose a level on his last ship which is obviously another sotl. So what's the only protection against this? Having more attributes than your opponent's first ship? I just looked at previous battles I had against Joe's Full house fleet. With my 45 MoW I hit him first twice in 4 battles (50%) chance, and I bet his Mow had more attributes than mine.
Re: Dead in The Water

Posted:
Wed Feb 12, 2014 8:29 pm
by Sir Henry Morgan
First, mate, it is only good for pirates. If you don't fly the Jolly Roger, you can't use this curse.
Second, a level 10 Brig of War would fire the first volley when facing a SotL or MoW. If the curse fails, then normal combat.
I am trying to find a means that allows on to play off the speed of smaller ships, which historically, pirates preferred. Right now, naval combat favors behemoth ships - that was not always the case in naval combat.
Re: Dead in The Water

Posted:
Wed Feb 12, 2014 8:47 pm
by Edward_Teach
I like this curse idea, it not only would level the playing field, but it would provide more reason to join the Pirates. (which don't have many reasons besides upkeep cost and no taxes) I may not be able to use this, if it was implemented, but it would be a good addition to the voodoo list.
Also wanted to know is there a hard limit for how many can be active per player? If not, this card potentially, could make a fleet of Brigs of War more powerful than a SotL fleet.
Re: Dead in The Water

Posted:
Wed Feb 12, 2014 9:23 pm
by Sir Henry Morgan
That's true. Make it a rare card, and 10-12 turns to use.
Any or ideas to make this card are welcome - I'm just getting the ball rolling
Re: Dead in The Water

Posted:
Wed Feb 12, 2014 10:47 pm
by Grogggy
You speaking my language, but I still plan to drop my balancing bomb in my thread:)
Re: Dead in The Water

Posted:
Thu Feb 13, 2014 2:22 am
by Roileon
Nope, this is way to overpowered. This means my lvl10 cutter would kick anybody's butt. Then there's a 75% chance of success AND added danger. The card has no balance. And considering people would have a lot of it even if it's rare there would be issues of inflation of an overpowered card. This card is one of Juicypotato's super rare cards that are so rare it's a 1% chance of getting them and if you do they cost 100turns and you're king of the world for a bit.
Re: Dead in The Water

Posted:
Thu Feb 13, 2014 2:41 am
by Synzon
I like the concept of the balance, but maybe nerf it a bit. 18 turns to cast, rare, drop the chance to 50%.
Re: Dead in The Water

Posted:
Thu Feb 13, 2014 4:19 am
by Sir Henry Morgan
I understand it is a powerful card - the concept is what I am thinking would add a tool for those flying the Jolly Roger.
If I be a pirate, and I see a fleet of Level 10 SotL with over 10 million gold in the treasury, I would like even a chance to get a piece of that 10 million.
I like the idea of nerfing it down, too, Synzon.
What if it looked like this:
Dead in the Water
Enchantment - Pirates only
Rare
Duration: 12 hours
Cost: 12 turns
Target ship has 50% chance, if firing the first volley, to win engagement. +6 danger to target ship's fleet once used.
Thoughts? Ideas? Tweaks?
Re: Dead in The Water

Posted:
Thu Feb 13, 2014 7:21 am
by SSR
50% is nice but how is that helping if Cappy decides to go on rampage on Joe (Xanadu, Da Vinci, Dung) and just keeps attacking his capital fleets? He doesn't care about the danger. He doesn't care if his brig loses a level. But what does Joe thinks about it? His 60's will keep sinking until Cappy's out of turns

At least that's what I'll do if that card gets implemented
