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Legendary PORT cards

PostPosted: Mon Jan 30, 2017 9:07 am
by Haron
Currently, there are three cards targetting ports: Black Death, Transport Immigrants and Conspiracy (Propaganda targets a PLAYER, although it affects his influence in a port). There has been suggested some new, legendary cards which will also target ports. I thought it might be a good idea to put them together here, in one post. There are some similar ideas, but I'll just post the basic principles here. I also include some "new" ideas. Rather than actual voodoo names, I've just used a descriptive name here:

DANGER GAIN (lingers for X hours): All fleets entering/leaving target port gains danger.
TRADE BENEFIT (lingers for X hours): Gives lower buying prices and/or higher selling prices in a specific port, for ALL players.
PORT PROTECTION (lingers for X hours/days): Like a mindbar, but for ports. Probably with lower protection (eg 50% instead of 75%).
PLUNDER BENEFITS (lingers for X hours): There have been several suggestions, ranging from fewer turns to plunder in port, less danger gain when plundering in port, or a "plunder bonus" in a port.
PORT CLEARING (instant): This has not really been suggested yet, but if we get "lingering" voodoo on ports, a "purify" for ports may be in order.
DANGER PROTECTION (lingers for X hours): Fleets entering port does NOT gain danger.

Are there any other ideas we should consider for "port voodoo"? What do you think of these general ideas?

Re: Legendary PORT cards

PostPosted: Mon Jan 30, 2017 9:20 am
by Grimrock Litless
Don't forget about, damage gain and cargo lost.

Those can be quite powerful too.

Re: Legendary PORT cards

PostPosted: Mon Jan 30, 2017 9:31 am
by Most Lee Harmless
I think one of the really tough obstacles to port-specific voodoo is one of scale : to create such benefits over an entire port demands an expensive crafting process : i.e lets take 'Danger Protection' : at a busy port like Regis there are hundreds of movements per hour, each of which will benefit, and so the cost must reflect that : but the making process, and cost, falls onto a single player, whose own individual benefit, unless a mega-fleeter, will not justify such costs and time spent in crafting the card. So, we come to the question of who will make and use these types of card? How often? is the 'slot' thus justified, given there will be a limit on the number of legendary-type cards, or would it be better used for a card which will be made and used by a wider part of the player-base?

Is there room to make such cards more co-operative in nature? If the card must be stacked to a certain level before its effects are seen, then there is room for a group of players, a guild perhaps, or cartel of traders, or band of pirates, to combine their efforts, each producing the card and casting it together?

Re: Legendary PORT cards

PostPosted: Mon Jan 30, 2017 9:41 am
by Haron
All good thoughts, Danik.

I think the costs need to be very high for such cards. Probably so high that no single player would benefit from using it alone. So some of these would warrant some sort of cooperation. Maybe best used for guild actions or national cooperation. I don't think we should require them to be stackable, though. They are Legendary, after all, and will be expensive and time consuming to craft. A possible exception for "danger gain", if it adds only one danger on port arrival, it may need to be stackable to two cards (or it could simply add two danger on arrival and not be stackable).

Re: Legendary PORT cards

PostPosted: Fri Feb 03, 2017 4:36 am
by Captain dungeness
I don't have a problem with making legendary cards stackable many times. In this case they are effecting the ENTIRE port which is 'legendary' enough to fulfill it's name. I agree port-effecting cards should be expensive enough that only whole guilds or nations will use them cooperatively. Cooperative gameplay is much more probable if players can each contribute one cast or two to the stack instead of contributing voodoo cards to one layer who is crafting the whole card (it is currently not possible to trade cards directly to other players).

A second benefit of making it multiple stacks is that one port-purify can't wipe out the whole expensive cast. It would take 1 more cast to reach the stacks to 5 or 10 where the effect is active again. Maybe once the stacks are at the maximum then additional cast will increase the duration. In this way the cost and effects are much easier to balance because the developers have more granular control on each card cast and the associated cost and effect.

-Captain D

Re: Legendary PORT cards

PostPosted: Fri Feb 03, 2017 5:23 am
by Shadowood
Not if you cast 1 once and then port a port Mindbar on to stop the clearing voodoo. Doesn't need to stack