Hideout HQ - Special Buildings - Gold Resource

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Hideout HQ - Special Buildings - Gold Resource

Postby Captain Jack » Thu Sep 06, 2012 2:03 pm

Here is (in short details) our ideas for the think tank of suggestions on which implementation should follow the completion of the Country/Rank System & Mission Feature (which should be completed soon).

Hideout HQ

  • Every player will be able to construct one
  • It will be expensive (It will need gold + resources)
  • It will allow the construction of special buildings
  • It will act as a port
  • It will be hidden. The location of the port will be given only through a game quest or if owner wants to share it (to an ally perhaps)

At first, battles won't affect Headquarters. This is something that we will add later.

So at first, it will be utilized for other reasons. One of them will be to dock your fleets in a hidden place (although there will be ways for opponents to discover your location through quests) while the last visited port will still make them visible from at least one port.

Another will be the special buildings. The first building that we want to add is Gold forgery where players will be able to Transform their coins into gold bars.

Gold Forgery
  • Players will be able to build it in Hideout
  • Expensive
  • Transforms Gold coins to Gold Resource
  • Upgradeable. Each level improves production rates and output quality.

Gold Resource
  • It will be a common resource like the rest 7.
  • It will be only produced by Gold forgeries
  • You will be able to store it in ships and in warehouses
  • Gold resource will upgrade the meaning of cargo loot in both battles and voodoo cards
  • You will be able to bury it under special conditions (Treasure Hunt feature)
  • You will be able to find it under special conditions (Treasure Hunt - Missions)
  • Gold resource will be needed for certain buildings constructions or mission completions
  • All ports will buy Gold. No port will sell it. Prices will be based on supply rules just like all other resources. Port population will also play a role for this resource price. The room for profit will be big and considering the fact that only players will produce gold, it will make it very interesting.
  • Trade routes will be possible for Gold resource by setting your Hideout as a trading port


We are open to ideas for further buildings within the Hideout. Our current ideas include buildings to improve ship capabilities, to train officers (future usage), Hideout protection (future usage), Hideout Assault (future usage).
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby MAjesty » Thu Jan 31, 2013 12:45 pm

Pirate Hideouts should be an option for pirate players. it's incredibly lame that im visible for 5 days following a raid, even a small one.... if i go to 8 ports, im visible in 8 ports for 5 days, that doesnt even make sense......
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Mohammed » Thu Jan 31, 2013 12:50 pm

i think this future is going to be great but probably if you can you give us an abbility to build more than a single hideout so we can trade better (trading routes that include hideouts ) example if you build your first hideout for 1mil gold you build your second for 2 mil and so on
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Hawk » Thu Jan 31, 2013 6:05 pm

Captain Jack wrote:
  • Trade routes will be possible for Gold resource by setting your Hideout as a trading port


I am not sure multiple hideouts are needed. Although that would be more realistic and maybe it could be where your hideout can be discovered under certain circumstances and you would need to level a new one.
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby sun » Thu Jan 31, 2013 7:27 pm

hideout for me is not a bad idea,but it would also depend on your danger if its massive you cannot hide.others can decide on what is massive,i think i had about 400 once,but i could be wrong.
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Random pandah » Thu Jan 31, 2013 8:58 pm

maybe make hideout reduce danger by 50% while in it, but normal when fleet leaves port?


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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Achillies » Fri Feb 01, 2013 1:01 pm

hideout is exactly what is needed for this game . The new forum will make it A very important part of every pirates build scheme. as all countries jockey to supply their own ports with money,people,goods,and power. All these are fueled with gold and for gold. Also the idea that new buildings can be added to it to make a compound is great. maybe add cannon and shot smithy to upgrade ships damage ability.
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Xanadu » Fri Feb 01, 2013 10:48 pm

I'm not even sure that this would fall under the proposed hideout feature but I will throw it out here any way. What about one big "hideout" for the members of the nation that control a port? One method of implementing a hideout in a port would be to build a fort or two supplied with garrison and cannons to protect any ships in the port. One could then get around this in theory by attacking on land with your marines to sack the town. In theory these battles could be handled in the same way as the ship vs. ship battles are held now with the exception that the country which owns the port would have to pay for the fort and garrison upkeep, and the attacker might need to attack with multiple fleets to have the manpower to overrun the towns garrison. This could open up a whole new can of worms. Do guilds form along national lines to help foster town growth? Do nations ally with certain guilds for protection or to attack a port for financial gain , and if so how does the plunder get divvied up between attackers. The second half of this may be too complicated to work out right now, but I think the first part about forts and garrisons supplied by the nation that runs the port is very doable in the fashion that I laid out. Please comment so Captain Jack will have as many options to choose from as realistically possible.
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Xepshunall » Sat Feb 02, 2013 4:00 am

This seems to have come up before and, if I'm not mistaken, was greeted with some hesitant welcome. It is complicated and it does pose a problem when it is supposed that a fort or hideout is managed by a nation and that the nation could be spread among several guilds and guild-less player. The only reward I could see for this type of ground attack would be a change in influence similar to the fame change in a PVP fleet battle except that a player may not have enough influence to rally troops to fight on his side.Another possibility could be that the attacker, if successful could sail of with a portion of the nation's tax money. I'm sure there will be raids on the gold refineries and all sorts of unpleasant activities. This may even be what's keeping us from getting the nations feature so far. If it is then maybe it will be worth the wait.
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Paralofsky » Sat Feb 02, 2013 5:52 pm

i just wanted to say that making hideouts in the game is a great idea and that it should definatly be placed in the game
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