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Post by Commodore Vendari on Oct 22, 2009 13:59:36 GMT -5
Now we're talkin' - I ask about mercenary forts and ideas spring up. I'll take a shot at it (needs work, though): Recruiter's PointMercenary - 5 Gold 5S (x2) 6S (x2) Mercenary Base. Once per turn you may put one crew with point cost 4 or less from outside of the game on this fort. That crew becomes a member of the Mercenary nation. Remove a number of gold points equivalent to the crew's cost from the game. Ragged, ill-defended, and isolated, this floating hunk of a town only attracts those with nowhere else to go. All mercenary captains know the location of the place, and head there first should they need new hires.Cannons with a rank of 6 can't exist in the game, especially on a fort because there is no possibility of ever hitting unless aided by a modifier. The fort would still work well if you lower the cannon ranks by 1.
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Post by woelf on Oct 22, 2009 14:24:54 GMT -5
Cannons with a rank of 6 can't exist in the game, especially on a fort because there is no possibility of ever hitting unless aided by a modifier. The fort would still work well if you lower the cannon ranks by 1. Sure they can - it's good way to add hit points to a fort without also increasing its firepower or giving it a defensive ability. My original design for Haven was to have eight 6S cannons and Black Rock's ability to repair itself - when I split them into two different forts, I dropped Haven's cannons by 1 so it wouldn't be completely defenseless.
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Post by vladsimpaler on Oct 22, 2009 20:42:21 GMT -5
Cannons with a rank of 6 can't exist in the game, especially on a fort because there is no possibility of ever hitting unless aided by a modifier. The fort would still work well if you lower the cannon ranks by 1. The Barbary Corsairs would love to argue with you.
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Post by marhawkman on Oct 25, 2009 12:35:47 GMT -5
Oh, yes, the corsairs had several 4 masters with a rank 6 cannon. what really stank was when the designers made it the only L cannon...
Hmm... speaking of Corsairs...
Slaver's Rock 5G (Barbary Corsairs) 4L x5 Once per turn, this fort may initiate a boarding action against a ship within L of it.
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Post by cannonfury on Oct 25, 2009 21:49:38 GMT -5
what about "Tripoli" (the fort not the ship) 3Sx2, 3Lx2 this fort gains +1 for every barbary corsair docked at the island this fort is on
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Post by Commodore Vendari on Oct 26, 2009 8:19:21 GMT -5
what about "Tripoli" (the fort not the ship) 3Sx2, 3Lx2 this fort gains +1 for every barbary corsair docked at the island this fort is on Try wording it like this: This fort gets +1 to her cannons rolls for each Barbary Corsair ship docked at this fort.
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Post by woelf on Oct 26, 2009 12:32:02 GMT -5
what about "Tripoli" (the fort not the ship) 3Sx2, 3Lx2 this fort gains +1 for every barbary corsair docked at the island this fort is on Try wording it like this: This fort gets +1 to her cannon rolls for each Barbary Corsair ship docked at this fort. Yes, much better. You should always try to be as specific as possible with ability text, or I can guarantee that someone is going to get confused no matter how obvious it might seem. Granted, some people will still get confused no matter how specific you are, but they'll be far lesser in number. Without specifying cannon rolls, it could have meant +1 to gold, +1 cannon/flag, or a number of other things, and by not specifying ships some people might think it would get the bonus for Marines or even other crew on the island (even though crew don't "dock").
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Post by Commodore Vendari on Oct 26, 2009 13:16:53 GMT -5
Try wording it like this: This fort gets +1 to her cannon rolls for each Barbary Corsair ship docked at this fort. Yes, much better. You should always try to be as specific as possible with ability text, or I can guarantee that someone is going to get confused no matter how obvious it might seem. Granted, some people will still get confused no matter how specific you are, but they'll be far lesser in number. Without specifying cannon rolls, it could have meant +1 to gold, +1 cannon/flag, or a number of other things, and by not specifying ships some people might think it would get the bonus for Marines or even other crew on the island (even though crew don't "dock"). Exactly.
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Post by cannonfury on Oct 26, 2009 19:07:58 GMT -5
ah I left out the cannon rolls, whoops thanks. so how much gold would that be worth?
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Post by marhawkman on Oct 26, 2009 20:50:30 GMT -5
It's an offensive powerhouse..... Very similar to Fort Brompton actually. Brompton had one less cannon, but it had all L cannon, and rank 3. I think it was 3 gold.
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Post by Commodore Vendari on Oct 27, 2009 14:10:44 GMT -5
3 sounds like it would be fair. Possibly 4?
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Post by vladsimpaler on Oct 28, 2009 0:31:13 GMT -5
It's not THAT good. You can just ignore it and the ship is better off elsewhere.
3 gold is fine.
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Post by Commodore Vendari on Oct 28, 2009 20:12:03 GMT -5
Hmmmm....
Wow. I'm out of ideas right now.
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Post by vladsimpaler on Oct 29, 2009 0:15:53 GMT -5
This would be a glass cannon par-excellence.
Fort Bowyer, 3 gold Flags: 5L 5L Abilities: Extended Range. You may double the range of this ship's cannons, but you must roll a 6 to hit. This fort eliminates 2 masts with one hit.
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Post by Commodore Vendari on Oct 29, 2009 8:26:44 GMT -5
This would be a glass cannon par-excellence. Fort Bowyer, 3 gold Flags: 5L 5L Abilities: Extended Range. You may double the range of this ship's cannons, but you must roll a 6 to hit. This fort eliminates 2 masts with one hit. Oh, geez! That's an awesome fort!
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