[Deprecated] Another big feature: Ship abilities

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Re: Another big feature: Ship abilities

Postby Malachi Constant » Sat Jan 21, 2017 4:25 pm

Charles Vane wrote: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.



Trying to keep up with everything, I misunderstood.

I thought the special abilities per ship were an either/or option.
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Re: Another big feature: Ship abilities

Postby Shadowood » Sat Jan 21, 2017 4:25 pm

I like Mahas idea as well but there should be a cost or time involved perhaps to switch back and forth?
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Re: Another big feature: Ship abilities

Postby Malachi Constant » Sat Jan 21, 2017 4:29 pm

Shadowood wrote:I like Mahas idea as well but there should be a cost or time involved perhaps to switch back and forth?


I think for war ships perhaps there should be some pause, but changing over trade fleets is a pause in and of itself.

If Maha idea was used, and combine Capt D and Vanes attributes. You could have 3 or options per vessel for specialization rather than just overall bonuses. This would create the most variety and ability for specialization in my opinion.
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Re: Another big feature: Ship abilities

Postby Most Lee Harmless » Sat Jan 21, 2017 4:34 pm

I like the overall idea : I agree with Shadowood that switching between the options should come with a cost : logically, re-configuring a ship took time, materials and coin to pay the ships carpenters doing the work : So, I would suggest a time penalty (1 hour?) and a coin cost (10k per ship?) : this would discourage wanton switching back and forth every time the ship hits harbor, but allow for strategic changes.
-1 : Move to archive.
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Re: Another big feature: Ship abilities

Postby Shadowood » Sat Jan 21, 2017 4:35 pm

Danik wrote:I like the overall idea : I agree with Shadowood that switching between the options should come with a cost : logically, re-configuring a ship took time, materials and coin to pay the ships carpenters doing the work : So, I would suggest a time penalty (1 hour?) and a coin cost (10k per ship?) : this would discourage wanton switching back and forth every time the ship hits harbor, but allow for strategic changes.

+1
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Re: Another big feature: Ship abilities

Postby Malachi Constant » Sat Jan 21, 2017 4:37 pm

Some kind of pause really does make sense, "ship is in dry dock for 1 hour for reconfiguration"

I am just being selfish in my objections :D :D
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Re: Another big feature: Ship abilities

Postby Vane » Sat Jan 21, 2017 4:41 pm

Perhaps rather than a pause a penalty for switching?

- 2 abilities to choose from
- Max level 10 for each ability
- War ships earn levels based on battles they were a part of and won (10 battles level one, 20 for level 2, 30 for level 3, 50 for 4, 80 for 5........ 890 for level 10) Always adding the previous two level requirements together to determine the new levels req.
- Trade ships earn levels based on profit, (gold bars could make this quite easy and create more bar trade) (havn't thought the level reqs through yet.)

If one wishes to change ability on a ship, they lose all the levels n the previous ability and start building up their new one. This will leave our decision making important when considering which direction to take a ship.
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Re: Another big feature: Ship abilities

Postby Sir Henry Morgan » Sun Jan 22, 2017 5:08 am

I do like the attributes of both Capt D and Mr. Vane - as for the Brigantine, this is a unique, little used vessel. Now I have not thought through the numbers, but to add this to the list of Mr. Vane's:

- Auxiliary: Upon defending, a percentage of the Brigantine stats - guns & hit points - are added to each ship - 10% per attribute point.

- Auxiliary: Upon attacking, percentage of the Brigantine stats - guns & hit points - are added to each ship - 10% per attribute point.

This would make a great escort, enhancing trade ship defenses, or augment a light pirate fleet to take on escorted trade fleets....

Concerning all the attributes, I believe there should be a consequence for engaging special attributes. After all, you start pushing the limits, cannons could explode, personel perish, all for the glory and fame of battle. The long shot chance happens, and while you may win this battle, you may find yourself at a lesser position on the next one.

For example, for the Brigantine attribute, there could, say a 5% chance per attribute point that the Brigantine will lose a level, or a chance that the last ship assisted will lose a level.

For escapes, there should be a percentage chance that the cargo will be dumped overboard, perhaps cannon will be dumped.

For more powerful attributes, attribute points could be cannons could be lost (like war gallons at 75%).

For speedsters, they might have a chance of being noticed thus actually gain. DR point - Augmented fire power might do the same.

There could be a simple list of consequences, and they can randomly be chosen when the consequence roll is done and indicated in effect.

That list could be :

- ship loses a level;
- all cannon were lost or rendered useless;
- a captain fell overboard during the melee;
- all cargo was lost;
- an attribute point was lost;
- etc.

Finally, a long shot attribute should be applied - such as the 1% chance a howler can put one cannon ball in the right place at the right time and say take out a captain (or other officer), or drop an atteibute, or take out the ship in battle.

These are simply ideas and thoughts - there be many others here with more viable ideas than I - my hope is we can provide enough ideas and concepts that devs can put out a feature that will enhance player interaction and fun.
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Re: Another big feature: Ship abilities

Postby Malachi Constant » Sun Jan 22, 2017 5:49 am

I love the idea of a perfect shot taking out the mast of another ship. A small % chance.

I think your ideas are really great Sir Morgan, with specialization and advantages coming to ships, there should be a risk of loss. I would just make the officer loss very small.
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Re: Another big feature: Ship abilities

Postby Vane » Sun Jan 22, 2017 6:02 am

The loss of level concerns me,

Even if it's small. Say I specialize and start my journey for plunder only hitting those already lit with a Lrg. Frigate leading the fleet.

On average (without piracy tech) the plunder is 100-120k. I pull 12 battles and gain 1.2 - 1.3mill, now on my 13th battle I lose a level on that lrg frigate.. there goes all my profit. If that were the case i'd not bother specializing at all.

I'm also not yet convinced losses and negative effect chances are good elsewhere either. It's not going to be easy to max a specialization and it shouldn't be. Hardly worth that effort to me if I'm going to risk losses when I could just forego the idea and stay as is.

I'll need to think on this more I suppose.
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