[Deprecated] Another big feature: Ship abilities

Old Discussion topics

Re: Another big feature: Ship abilities

Postby Haron » Tue Jan 10, 2017 1:44 pm

Stan Rogers wrote:Analysis of a complicated battle and readjusting parameters would be a large part of the game for me if available. Time spent reading a real detailed battle report and devising new tactics along with a few more wild cards thrown in such as wind strength and direction would really put the interest back in battles for me.

When I didn't know how specific ships would react, things were much more interesting in the battle dept.

Not so much now.
That's one reason why the old firebrands have give up the jolly roger for trading.. no longer interesting so might as well make gc the boring way as battle is now as boring and not as profitable


I have to comment on this. Particularly the last part. Piracy in the form of skirmishing or lighting up a trader with HNs every now and then, does not require much more effort or planning than trading. Quite simple both things, and will easily become "routine". Unlike, say, stealing ships. That requires much more planning and effort. Deliberately reducing that aspect of the game is therefore not a good idea, in my opinion. There are of course OTHER aspects of the game, too, but "easy" piracy and trading is mostly routine.

That said, I don't think adding more parameters to combat is the way to go. Almost any way you do this, it will just be a way to increase the "combat power" of a ship one way or the other. If it's faster shooting, more precision or more damage, it all boils down to more combat power. And that's really not gonna make combat more strategic. I therefore think that ship abilities should have different aspects. The "Levi protection" sure is such a different aspect, but in my opinion a very bad one (I'd prefer "combat boosters" which I see as having no real impact before this, which I see as having a negative impact). Other abilities have been mentioned. Crew killing is another ability which one should be careful with. But I think there are several interesting options left. For instance

> Increased chance of sinking (reducing by 1 level) target ship
> Reduced chance of sinking (reducing by 1 level) target ship
> Slightly Increased plunder
> Increased cargo capacity
> Slightly Increased selling price (see this as the goods being stored better on board, perhaps)

or several other options. But pure "combat boosters" are really not what we need, in my opinion (I suppose slightly increased combat power could be ONE of the options...). We need abilities that really makes a strategic difference. The different choices should really make the ships (or preferrably fleets) different, giving slight advantages in certain areas. It should matter which abilities one choose. And I disagree with the first part of Stan's post. I dislike "hidden" rules, and did NOT find combat to be more "exciting" before I figured out roughly what the rules for combat is. So introducing more "secrets" is not the way to go. There should not be "there is a best fleet composition, but you have to find it, because we make the rules secret", like there is for ship attribute distribution. What is the "best" composition should vary from use to use. And not only from pirate to merchant, but between various trading styles, and various pirate styles. THAT would add another strategic element to the game.
The T'zak Ryn offers Naval Combat Solutions for the Quality Conscious Customer
User avatar
Haron
Forum Rambler
 
Posts: 1926
Joined: Tue Mar 29, 2016 10:04 am

Re: Another big feature: Ship abilities

Postby Vane » Thu Jan 19, 2017 12:51 am

After going back and re-reading this topic I like the way Captain D laid things out and thought I would contribute my own version of the list with abilities specific to each.

To me abilities should be something one needs to add to for improvement benefits to be felt. They should not be granted just by having a level 1 ship. For this we could either use the requirement for attribute points to be placed among the abilities present on each ship or create a system similar to Jessy's thoughts on CP points regarding the pirate flagship topic. I prefer the later and would think these CP points for general abilities be granted based on the ships age, triumphs, or whatever else we can all come up with. (Would need to be named and classed separately from the flagships point structure.) Possible abilities would become more expensive with levels, again the same as the flagship.

(Names, Number of allowable levels, and the amount of benefit increase per level can be discussed, I am only going to post possible abilities for each ship type and what I believe the max bonus potential for each should be.)



Trade Ships
Spoiler: show
    Howker
  • Offshore Fishing - Fish Caught per hour increased by 20%

    Fluyt
  • Fishing Experts - 25% increased profit at sale for all food sales.
  • Offshore Fishing - Fish Caught per hour increased by 20%

    Galleon
  • Fine Goods Expert - 25% increased profit at sale for all Tobacco and Rum sales.
  • Protected - Increases gold bar profit by 2.5% on sale. (requires a War Galleon escort)

    Large Fluyt
  • Fishing Experts - 25% increased profit at sale for all food sales.
  • Offshore Fishing - Fish Caught per hour increased by 20%

    Merchantman
  • Material Expert - 25% increased profit at sale for all wood, iron, cotton, and tool sales.
  • Protected - Increases gold bar profit by 2.5% on sale. (requires a Ship of the Line escort)

    Trade Galleon
  • Fine Goods Expert - 25% increased profit at sale for all Tobacco and Rum sales.
  • Protected - Increases gold bar profit by 2.5% on sale. [i](requires a War Galleon escort)

    Large Merchantman
  • Material Expert - 25% increased profit at sale for all wood, iron, cotton, and tool sales.
  • Protected - Increases gold bar profit by 2.5% on sale. (requires a Ship of the Line escort)

All Around Ships (lack of better term)
Spoiler: show
    Cutter
  • Slip Away - Danger is reduced by 2 per attack (requires all ships in fleet have this ability)

    Brigantine
  • Nothing is coming to mind for the Brigantine at the moment.....

    Brig
  • Auxiliary - 10% chance to block any upgrade damage your fleet would take from chain shot or flank. (stacks dependent on the number of brigs you have in fleet)
  • Evade - 5% chance your fleet will evade a plunder attack (stacks dependent on the number of brigs you have in fleet)

    War Galleon
  • Expert Gunners - Fires 75% of guns per round instead of 50%
  • Escort - Fleet travel speed is increased by 25% (requires 4 Trade Galleons in fleet)

    Flag Galleon
  • Modify for Battle - Lose 40 cargo space and gain 8 guns
  • Modify for Trade - Lose 8 guns and gain 40 cargo space.

War Ships
Spoiler: show
    Sloop
  • Slip Away - Danger is reduced by 2 per attack (requires all ships in fleet have this ability)


    Sloop of War
  • Flank - Before each Round Rakes a ship Stern to Bow reducing enemy ships Iron Scantling, "1 att" 60% chance / "2 atts" 30% chance / "3 atts" 10% chance. (Att points are not lost only removed and left to be redistributed later)
  • Slip Away - Danger is reduced by 2 per attack (requires all ships in fleet have this ability)


    Brig of War
  • Chain Shot - Before each Round Reduce enemy ships cotton sails, "1 att" 60% chance / "2 atts" 30% chance / "3 atts" 10% chance. (Att points are not lost only removed and left to be redistributed later)
  • Bow Ram - Inflicts 75 HP damage to enemy ship after each round provided this ship has not been sunk.

    Frigate
  • Maneuverability - Base Ship Speed is increased by 25% (PvP only)
  • Slip Away - Danger is reduced by 2 per attack (requires all ships in fleet have this ability)

    Large Frigate
  • Expert Gunners - Fires 75% of guns per round instead of 50%
  • Seaworthy - 40% chance Call Leviathan will fail

    Ship of the Line
  • Form the Line - All damage received is reduced by 50% including damage from voodoo cards (requires 4 sotl's in the fleet)
  • Seaworthy - 40% chance Call Leviathan will fail

    Man-of-War
  • Sundering Broadside - 20% chance your opponent skips their next attack roll
  • Pride of the Navy - Attacking fleet gains 4 additional danger




Thoughts are appreciated, I'd love to see some abilities specific to types of ships roll out ;).
"Not all treasure is silver and gold mate."
User avatar
Vane
Players Dev Team Member
 
Posts: 1289
Joined: Mon Mar 28, 2016 12:32 pm

Re: Another big feature: Ship abilities

Postby Vane » Sat Jan 21, 2017 3:45 am

Bump.....

Because such a great "Combat" / "Trade" mechanic that does "not" require voodoo keeps being overrun by more and more and did I mention more? voodoo suggestions....


For this I must ask:

"What the **** is the matter with you people?"
"Not all treasure is silver and gold mate."
User avatar
Vane
Players Dev Team Member
 
Posts: 1289
Joined: Mon Mar 28, 2016 12:32 pm

Re: Another big feature: Ship abilities

Postby Shadowood » Sat Jan 21, 2017 4:37 am

Very nice suggestions Vane. I really like the suggestions on the BoW.
I don't fear death. I look forward to it with great anticipation. For then I will met God face to face and let him know that I stole his Man of War!!!
User avatar
Shadowood
Fantasy Draft Deity
 
Posts: 4080
Joined: Mon Feb 08, 2016 5:40 am

Re: Another big feature: Ship abilities

Postby Sir Henry Morgan » Sat Jan 21, 2017 4:44 am

Mr. Vane, I concur! Let us see what our ships can do before we be adding more voodoo cards!

That, along with adjustments to skirmish, forts and blockades, national diplomacy - not to mention techs - much to add without adding to an already thick book of enchantments...
User avatar
Sir Henry Morgan
 
Posts: 600
Joined: Wed Apr 11, 2012 4:55 am

Re: Another big feature: Ship abilities

Postby Maha » Sat Jan 21, 2017 7:20 am

i like what charles wrote. +1 as it is.

when mr V. makes a comment it is well prepared and all.
when i read it i had the idea that it would be nice that each ship should have binary options which can be changed when they are docked in a port. the options can vary from more speed to more cargo to more hp to more offense or defense. This way, while we know what a ship type can do, we cannot know how an specific ship is set. that brings both the open formula that i prefer and the uncertainty that others prefer.

with a changeable binary choice per ship a whole new level of strategic thinking comes in play.
User avatar
Maha
 
Posts: 848
Joined: Mon Aug 08, 2016 10:12 am

Re: Another big feature: Ship abilities

Postby Cdv » Sat Jan 21, 2017 2:06 pm

Charles Vane wrote:Bump.....

Because such a great "Combat" / "Trade" mechanic that does "not" require voodoo keeps being overrun by more and more and did I mention more? voodoo suggestions....


For this I must ask:

"What the **** is the matter with you people?"

:y

Here is a suggestion: How about we keep suggestion discussions and suggestion making to certain days of the week?(say, 3 or 4?) That way the rest of us regular folk can take a breather. Reading all these suggestions is making me dizzy! :xx
My guild is my weakness and my strength.
"...there should be no worries...if someone destroys all your ships."- CJ
"Arguing on the internet is like running in the special olympics. Even if you win, you are still retarded."
User avatar
Cdv
 
Posts: 382
Joined: Sun Apr 29, 2012 12:44 am

Re: Another big feature: Ship abilities

Postby Grimrock Litless » Sat Jan 21, 2017 2:14 pm

Cdv wrote:
Charles Vane wrote:Bump.....

Because such a great "Combat" / "Trade" mechanic that does "not" require voodoo keeps being overrun by more and more and did I mention more? voodoo suggestions....


For this I must ask:

"What the **** is the matter with you people?"

:y

Here is a suggestion: How about we keep suggestion discussions and suggestion making to certain days of the week?(say, 3 or 4?) That way the rest of us regular folk can take a breather. Reading all these suggestions is making me dizzy! :xx


Nah, it was mostly me that is putting up the voodoo suggestions, but some new players follow along, before abandoning it, and after the post CJ made about sorting suggestions and adding the ones they think is good, that's when a lot of people starting making voodoo suggestions so that they in hopes that their suggestion would get in.
"Got ya."
User avatar
Grimrock Litless
 
Posts: 2591
Joined: Thu Aug 13, 2015 2:50 pm
Location: Under the sea, in a submarine!

Re: Another big feature: Ship abilities

Postby Malachi Constant » Sat Jan 21, 2017 3:09 pm

*Caste Fire Ship and sails towards voodoo suggestions and as the fire grows, the cannons light and sink all adjacent voodoo suggestions*


Yes, please

I like Maha idea of being able to change these options in port. I don't want to dislike an option and dismantle a fleet and replace it. Time and turns and materials involved.
User avatar
Malachi Constant
 
Posts: 308
Joined: Thu Mar 21, 2013 3:29 pm

Re: Another big feature: Ship abilities

Postby Vane » Sat Jan 21, 2017 4:19 pm

If we were to explore the idea of having only one attribute active at one time while being able to switch between the 2 when docked, (of which I like the idea), I would want to re-think the abilities I have suggested. Those were to work together and provide specific purpose and need. With only one as an option they would need to be re structured.
"Not all treasure is silver and gold mate."
User avatar
Vane
Players Dev Team Member
 
Posts: 1289
Joined: Mon Mar 28, 2016 12:32 pm

PreviousNext

Return to Archives