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[Implemented] Move Hideout

PostPosted: Fri May 15, 2015 4:07 pm
by MAjesty
a voodoo card seems like a bad idea for this.. but some sort of move hideout to a different port option ought be available.

we all just recently set up our hideouts, and only now realize where we might prefer our hideouts were. for hideouts to remain in a less than ideal placement, because of a lack of PRACTICAL understanding of the information available at the moment of construction seems like it could/should have some 'wiggle room' so to speak.

i think a classy way to do it would be to make building for this, like a dr who-mobile, or that wheel thing from Lost. first move is relatively cheap, but still expensive, mebe 10 million of combined resources, with an upgrade beyond that either being not an option, or absurdly expensive, say 50 or 100 million. at each level the build has a charge that allows the hideout to move to another port.

Re: Move Hideout

PostPosted: Fri May 15, 2015 4:17 pm
by Most Lee Harmless
As I understood the discussion back in the dev thread on hide-outs, it was planned to allow a free move at some point once the wrinkles had been ironed out : it was linked to the notion of a new map which may be introduced which would allow hide-outs to be located away from the current known ports : I guess CJ would need to confirm that I am remembering correctly.

As for further moves : A card would be a nice 'marker' to initiate the move ; the actual cost of the move should be proportionate to the gain to be made from doing it, and the scale of the current hide-out itself : so, maybe should include a cost per field already built : after all moving a 2-slot Marina, for example, shouldn't bear the same cost as moving a 10-slot one...

Re: Move Hideout

PostPosted: Fri May 15, 2015 4:43 pm
by Captain Jack
If I remember well, while in development we said yes but we said that it should cost credits instead.

After all, we want to create less-competitive or no-competitive credit options. This will allow us to continue development without letting credits affect gameplay too much. So this option can be added to the ideas of ID through credits market (character IDs, ship IDs, fleet IDs, all can become tradeable in the future for credits - for example, is #7 vacant? You will give some credits and take it for yourself).

If you have a credit number in mind, feel free to suggest. It should not be too low though as it potentially can create issues. Except if we also put a time limit just to be sure.

Or we could use the model Majesty suggests but with credits preferrably.

Re: Move Hideout

PostPosted: Fri May 15, 2015 4:53 pm
by MAjesty
i would say a relatively cheap mulligan in the short run would be in line. like 20 credits, but then 2 months from now, it gets extended out to 50, with a 2nd move being extremely expensive, cuz if u didnt learn the first time ud best learn on take 2.

Re: Move Hideout

PostPosted: Fri May 15, 2015 4:56 pm
by Captain Jack
It should not take us long to make this. I prioritized this to be completed within the coming week. Keep suggestions regarding it however.

Re: [Approved] Move Hideout

PostPosted: Fri May 15, 2015 4:57 pm
by Roberts
MAjesty wrote:a voodoo card seems like a bad idea for this.. but some sort of move hideout to a different port option ought be available.

we all just recently set up our hideouts, and only now realize where we might prefer our hideouts were. for hideouts to remain in a less than ideal placement, because of a lack of PRACTICAL understanding of the information available at the moment of construction seems like it could/should have some 'wiggle room' so to speak.

i think a classy way to do it would be to make building for this, like a dr who-mobile, or that wheel thing from Lost. first move is relatively cheap, but still expensive, mebe 10 million of combined resources, with an upgrade beyond that either being not an option, or absurdly expensive, say 50 or 100 million. at each level the build has a charge that allows the hideout to move to another port.


+1

Re: [Approved] Move Hideout

PostPosted: Fri May 15, 2015 5:15 pm
by MAjesty
i helped!

Re: Move Hideout

PostPosted: Fri May 15, 2015 5:17 pm
by Roberts
Captain Jack wrote:If I remember well, while in development we said yes but we said that it should cost credits instead.

After all, we want to create less-competitive or no-competitive credit options. This will allow us to continue development without letting credits affect gameplay too much. So this option can be added to the ideas of ID through credits market (character IDs, ship IDs, fleet IDs, all can become tradeable in the future for credits - for example, is #7 vacant? You will give some credits and take it for yourself).

If you have a credit number in mind, feel free to suggest. It should not be too low though as it potentially can create issues. Except if we also put a time limit just to be sure.

Or we could use the model Majesty suggests but with credits preferrably.


As well as , costing credits to move private mariner how about putting a time limit to how many times you can move it...
For example you could set it to every month you can move it for free , otherwise you would have to pay credits or a bunch of gold coins?

Re: [Approved] Move Hideout

PostPosted: Fri Jul 10, 2015 3:08 pm
by Captain Jack
The gold market has stabilized significantly which made this a good time to implement this request.

The final cost has been decided at 50 credits for first move and 100 for any future ones.

Re: [Approved] Move Hideout

PostPosted: Fri Jul 10, 2015 3:09 pm
by Roberts
Captain Jack wrote:The gold market has stabilized significantly which made this a good time to implement this request.

The final cost has been decided at 50 credits for first move and 100 for any future ones.


Thank you! :D