Pirate Flagship

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Re: Pirate Flagship

Postby Vane » Tue Dec 20, 2016 6:05 am

Charles Vane wrote:
Image


New Proposal For Pirate Flagship



Construction:
* Constructed at shipwright
* Must be a pirate (Black Flag)
* Must have completed 500 pvp win mission
* Only one may be owned at any time
* Can sell back to shipwright for 70% of value

Cost to build: (Level 10 Cost = 5,875,000gc)
* 150 turns
* 250,000gc
* Wood: 800 / Iron: 600 / Tools: 250 / Cotton: 300

Max HP: 700
Speed: Very Fast
Cargo: 40
Crew: 150
Guns: 44


Bonuses:
* 10% More Plunder (Players Treasury)
* 5% Better Attack Roll (Stackable with Bless)
* 5% Better Defence Roll (Stackable with Drums of War)
* Benefits from Advanced Piracy Voodoo


If Plundered:
* Ship is removed
* Value of ship converted to gc and given to the attacker
* Attacker earns an achievement "Pirate Hunter" (If multiple ships plundered this could multiply ie. "Pirate Hunter x3, x4, ect.)


* Once lost or plundered the pirate may build another.
* Can not be commandeered.
* Can not be sold on the ship market.
* If a pirate joins a nation the ship is lost.


It is important to note, this ship needs to be one a pirate "will" use, and not another Marina Trophy. If it is too expensive or too hard to get it will never be used and there is no point in creating one.

It needs to fit the mold and that's why it can't be the strongest either. We don't want a trophy that collects dust. We want a practical usable ship to sail!
"Not all treasure is silver and gold mate."
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Re: Pirate Flagship

Postby Maha » Tue Dec 20, 2016 10:22 am

since i am not sailing the black flag i leave the design for those who have a stake in it.

i have a question about the "non commandeering", it makes every port a marina without the turns to store/unstore it. i understand that the ship should not turn into another marina trophy, but maybe this aspect needs some more thought.

and i have 2 small suggestions: 1] the creation and the "pirate hunter"achievement should be mentioned in the tavern global events. 2] triple the normal fame points should transfer to the pirate Hunter
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Re: Pirate Flagship

Postby Jessy's Dream » Tue Dec 20, 2016 11:40 am

Allow me to replace Cpt Jack on this one. Let me introduce properly, I am the leading code developer here. I usually vouch (and protect the interests) for Pirates (Cpt Jack vouches for Merchants). I think it is best he is kept outside of this topic (fellow pirates, so far, we are winning, he has not posted here yet). :D

Allow me to share a true story:
Once upon a time, I was quarreling with a fellow browsers game developer on the complexity employed into the games we develop. We were discussing a particular feature of Pirates Glory (I do not remember exactly which one) and he kept pressing me to simplify things. Why on earth are you making things so complex?, he insisted. We were trying to solve together the challenge, he was helping. The process took some days and no matter how much I tried to simplify it, it was always ending up too complex for him. Eventually, he surrendered - complexity won ! :hh

What I have read in this topic so far.... well... I surrender :xx :xx :xx

You have taken it to a whole new level of complexity! xD
I am not sure if I should applaud this or not. I am now on the other end so I should better keep my mouth shut. Just keep the observation :PP

To put this back on track, I will summarize the objectives before choosing the ship.

-I am a Pirate! I want to PLUNDER!
-These bloody merchants have too strong ships for me. They use heavy escorts! I do not stand a chance against them with my small (but agile) pirate ships!
-The same bloody merchants have not allowed me to have any worthwhile ships! Even in the case I can afford them, I know they can hit them and sink them before I can feast on their precious cargo.
-This is why I keep cheap ships and I strike fast when I can.
-I need to hunt daily! I cannot afford to spend a fortune on the witch doctors! I need more solutions to plunder than these bloody witch hunters can offer!
-Skirmishing is good. I suspect it will become even better.
-Still these BLOODY merchants, are evidently making more! This is unfair! I am the best Pirate around, I must TEACH them a lesson!
-But they become too emotional at times, when I grab their fortunes using my sneaky tactics!
-I am a Pirate of course, I do not really care. Only that these emotional outbursts are usually too bad for me!
-They put bounties on my ships! On me! They call fire upon my ships! They find and empty my warehouses!
-Only my banker friends, my nice hideout and the earth are there for me in these times.
-However, the more I pray on them, the more extended the periods of the storm become!
-Naturally, I am pressed back to provoke them less. I could perhaps use more straightforward tactics!
-These.... cowards will now have nothing to use against me! Losing in fair combat, by a Pirate! hahah!
-I could even get to conquer a port someday! My own tavern! With all the ladies! They could even greet me with respect as I stroll through the streets with a bottle of rum at my hand...
-But.. but my real home is not the port! It is not the Tavern, this is where I spend my hard-earned Golden Spanish Doubloons!
-My real home is my Flagship! My Pirate Flagship!
-Where NO one can catch me! It is very fast! I can avoid everyone!
-I can repair it cheaply and even when I am sailing! And when I see enemy ships :wheel :wheel , I rub my hands in greedy anticipation... xD :PP
-I know they are out for the taking, at least as long as these irritating big military ships are not there to hunt me...
-But let them come, I am still fast enough to escape! :cannon
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Re: Pirate Flagship

Postby Big Brother » Tue Dec 20, 2016 12:58 pm

Long time no see jessy.

As a player whos been here for some time, has seen both good and had, for pirates and merchants, I would like to add input from both sides.

As a merchant, you could sail under the pirate flag, so to prove you are enough of a pirate, 500 PvP seems low, considering any respectable pirate has hit Captain Da Vinci, Sir Henry Morgan, or Captain Dungeness at one point (in my case, all 3 at the same time). Might I suggest this be bumped to 1000 wins? After all, my cutter fleet was something to be feared. Tom Lowe has said it himself.

As for the cost, a very fast ship with 44 cannons should not cost less than a frigate to level (which is the standard capital ship for some pirates), this should be similar in cost to the Man'o'war so many fear.

Speed and attributes have such an effect on battle, the man o war wins on raw armor though.

This ship should be able to DODGE, and hit easily (albeit not much).

Plunder buffs from PLAYER treasury?
Wouldn't that completely negate some of the reworked functions just recently?

The plunder abilities i think are fine as they are NOW.

The extra plunder should come ONLY from the game, and in smaller amount, say 2-4%

This would make this ship extremely agile, resulting in plenty of rounds of 0 hits on behalf of merchants, and many tiny hits from a flagship.

Why not give it a cool name too? How bout the "Ravager"

Mission Complete
The man by the docks hands you a paper.
It shows you the "Ravager" a ship known for its ability to dodge even the cannon wall that is the Man of war.
The dead may not tell tales, but they certainly have one.

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Re: Pirate Flagship

Postby Haron » Tue Dec 20, 2016 2:47 pm

In my opinion, a ship had the following interesting properties:

A) Cargo capacity
B) Speed
C) Combat power
D) Base price

Exactly how a ship gets its combat power is less interesting. It can have many cannons, cause much damage per cannon, be able to sustain lots of hits, have a high hit probability, etc. Not really interesting. And I think we all agree that the combat power of a pirate flagship should be less than that of a SoL.

What pirates need, is something to help them in their plundering. Increased plunder - taken from the target's purse - is the most natural way to achieve this. Personally I think even a 10% increase is too puny. So, you can achieve in ten attacks what would take an ordinary fleet eleven attacks, no big deal. And since the bonus is tied to this ship, you'd have to use the same fleet for all your bonus attacks. How much danger do you really dare to collect on the one fleet you know all your enemies wish to attack?

Another thing: Anyone, even those flying the Jolly Roger, can use a MoW. Why then, restrict the use of the flagship to only those who do? Perhaps a more comparative approach would be that you had to earn the ship while flying the black flag, mine you earn your MoW under a nation?

A pirate don't want an expensive ship. Nor should he have one with great combat power. He needs a ship that will strike great in the heart of those defenceless souls he DOES plunder, causing them to pay more to be able to slip away alive.
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Re: Pirate Flagship

Postby Jessy's Dream » Tue Dec 20, 2016 2:53 pm

-Every pirate is not the same!
-Some do it for freedom! Others for gold! Not everybody likes RUM!
-I refuse to have a same ship with all the other pirates! Mine has to be unique! It has to be special!
-Why anyone should dictate what my ship will do? I should decide.
-Why can't just take any ship type and rework it to my needs? Now, this is what I would call PIRACY!
-Heck, I won't pay a single penny any bureaucrat to just approve of MY build!
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Re: Pirate Flagship

Postby Vane » Tue Dec 20, 2016 3:03 pm

Jessy's Dream wrote:Allow me to replace Cpt Jack on this one. Let me introduce properly, I am the leading code developer here. I usually vouch (and protect the interests) for Pirates (Cpt Jack vouches for Merchants). I think it is best he is kept outside of this topic (fellow pirates, so far, we are winning, he has not posted here yet). :D

Allow me to share a true story:
Once upon a time, I was quarreling with a fellow browsers game developer on the complexity employed into the games we develop. We were discussing a particular feature of Pirates Glory (I do not remember exactly which one) and he kept pressing me to simplify things. Why on earth are you making things so complex?, he insisted. We were trying to solve together the challenge, he was helping. The process took some days and no matter how much I tried to simplify it, it was always ending up too complex for him. Eventually, he surrendered - complexity won ! :hh

What I have read in this topic so far.... well... I surrender :xx :xx :xx

You have taken it to a whole new level of complexity! xD
I am not sure if I should applaud this or not. I am now on the other end so I should better keep my mouth shut. Just keep the observation :PP

To put this back on track, I will summarize the objectives before choosing the ship.

-I am a Pirate! I want to PLUNDER!
-These bloody merchants have too strong ships for me. They use heavy escorts! I do not stand a chance against them with my small (but agile) pirate ships!
-The same bloody merchants have not allowed me to have any worthwhile ships! Even in the case I can afford them, I know they can hit them and sink them before I can feast on their precious cargo.
-This is why I keep cheap ships and I strike fast when I can.
-I need to hunt daily! I cannot afford to spend a fortune on the witch doctors! I need more solutions to plunder than these bloody witch hunters can offer!
-Skirmishing is good. I suspect it will become even better.
-Still these BLOODY merchants, are evidently making more! This is unfair! I am the best Pirate around, I must TEACH them a lesson!
-But they become too emotional at times, when I grab their fortunes using my sneaky tactics!
-I am a Pirate of course, I do not really care. Only that these emotional outbursts are usually too bad for me!
-They put bounties on my ships! On me! They call fire upon my ships! They find and empty my warehouses!
-Only my banker friends, my nice hideout and the earth are there for me in these times.
-However, the more I pray on them, the more extended the periods of the storm become!
-Naturally, I am pressed back to provoke them less. I could perhaps use more straightforward tactics!
-These.... cowards will now have nothing to use against me! Losing in fair combat, by a Pirate! hahah!
-I could even get to conquer a port someday! My own tavern! With all the ladies! They could even greet me with respect as I stroll through the streets with a bottle of rum at my hand...
-But.. but my real home is not the port! It is not the Tavern, this is where I spend my hard-earned Golden Spanish Doubloons!
-My real home is my Flagship! My Pirate Flagship!
-Where NO one can catch me! It is very fast! I can avoid everyone!
-I can repair it cheaply and even when I am sailing! And when I see enemy ships :wheel :wheel , I rub my hands in greedy anticipation... xD :PP
-I know they are out for the taking, at least as long as these irritating big military ships are not there to hunt me...
-But let them come, I am still fast enough to escape! :cannon



Thank you Jessica! My last proposal was to simplify the feature. I see now you have great expectations here for it and will present you different model.
"Not all treasure is silver and gold mate."
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Re: Pirate Flagship

Postby Bmw » Tue Dec 20, 2016 3:10 pm

complexity is key when coding the more complex it is the harder for someone to break the game and or hack the game. that's one reason why i like this game its got a good coder behind it.
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Re: Pirate Flagship

Postby Vane » Wed Dec 21, 2016 4:40 am

Jessy made a solid point. No pirate will want their ship to be the same as any other. Nor should any other player. Ship specialization is meant to allow a broad range of selection for all players to specifically design their ship in a way that suits their needs. I have gone back to the original thought of "designating" a flagship as it was also mentioned to me that more ships are not the ideal solution or direction to be heading.

(This is something that could be given to nationals as well. They could choose their own flagship which would gain bonuses based on their path ie. merchant flagship boosting trade or a Naval Warship boosting attack / defend abilities. For the purpose of this thread I am only focusing on the Pirate portion.)


A pirate may designate any ship to be his/her flagship.

Can upgrade to Level 12

Gains standard 3-5 Attributes per level.

Gains a second set of Attributes for a total of 9 attributes to distribute points. This secondary set contains 3 new attributes specific to your choice of class. Each of these new attributes allows for 5 points max to be placed in each one. This allows the ship the capability of being a 75 Att ship at level 12.

* Black Flag only (if your flag changes the ship loses its second set of attributes, and reverts back to level 10 with gc refunded. Any attributes allocated to the second set are returned to the ship as undistributed points. Could easily become your new national flagship so the points are not wasted)
* Can not be commandeered (like an MoW)
* Can not be levi'd past level "1" (like an MoW)
* May only have one active at a time
* If lost a new ship may be designated
* May be sold to the shipwright at 70%
* Can not be sold on ship market

If Plundered, value in GC is given to the attacker and an achievement is awarded "Pirate Hunter"


2 Classes to choose from, Ghost Ship or Flagship

Flagship:

Added Attributes

* Additional Gun Deck - Each point increases Attack Roll by 3% (Max 15%, stacks with Bless)
* Boarding Proficiency - Each point increases plunder gained by 3% (Max 15%, comes from players treasury, stacks with advanced piracy)
* Strike Fear - Each point reduces your targets defense roll by 2% (Max 10%) Additionally, at 5 points your target loses 6 less danger when attacked by the fleet this ship is in. (Reduction happens before disfavor is calculated)


Ghost Ship:

Added Attributes

* Enhanced Rigging - Each point increases "ships" speed by 5% (Max 25%)
* Boarding Proficiency - Each point increases plunder gained by 3% (Max 15%, comes from players treasury, stacks with advanced piracy)
* Ghost Story - Each point increases "fleet" chance to Escape a plunder or skirmish attack by 7% (Max 35%) Additionally at 5 points the fleet this ship is in gains 3 less danger for every attack it does.
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Re: Pirate Flagship

Postby Shadowood » Wed Dec 21, 2016 5:51 am

Charles Vane wrote:Jessy made a solid point. No pirate will want their ship to be the same as any other. Nor should any other player. Ship specialization is meant to allow a broad range of selection for all players to specifically design their ship in a way that suits their needs. I have gone back to the original thought of "designating" a flagship as it was also mentioned to me that more ships are not the ideal solution or direction to be heading.

(This is something that could be given to nationals as well. They could choose their own flagship which would gain bonuses based on their path ie. merchant flagship boosting trade or a Naval Warship boosting attack / defend abilities. For the purpose of this thread I am only focusing on the Pirate portion.)


A pirate may designate any ship to be his/her flagship.

Can upgrade to Level 12

Gains standard 3-5 Attributes per level.

Gains a second set of Attributes for a total of 9 attributes to distribute points. This secondary set contains 3 new attributes specific to your choice of class. Each of these new attributes allows for 5 points max to be placed in each one. This allows the ship the capability of being a 75 Att ship at level 12.

* Black Flag only (if your flag changes the ship loses its second set of attributes, and reverts back to level 10 with gc refunded. Any attributes allocated to the second set are returned to the ship as undistributed points. Could easily become your new national flagship so the points are not wasted)
* Can not be commandeered (like an MoW)
* Can not be levi'd past level "1" (like an MoW)
* May only have one active at a time
* If lost a new ship may be designated
* May be sold to the shipwright at 70%
* Can not be sold on ship market

If Plundered, value in GC is given to the attacker and an achievement is awarded "Pirate Hunter"


2 Classes to choose from, Ghost Ship or Flagship

Flagship:

Added Attributes

* Additional Gun Deck - Each point increases Attack Roll by 3% (Max 15%, stacks with Bless)
* Boarding Proficiency - Each point increases plunder gained by 3% (Max 15%, comes from players treasury, stacks with advanced piracy)
* Strike Fear - Each point reduces your targets defense roll by 2% (Max 10%) Additionally, at 5 points your target loses 6 less danger when attacked by the fleet this ship is in. (Reduction happens before disfavor is calculated)


Ghost Ship:

Added Attributes

* Enhanced Rigging - Each point increases "ships" speed by 5% (Max 25%)
* Boarding Proficiency - Each point increases plunder gained by 3% (Max 15%, comes from players treasury, stacks with advanced piracy)
* Ghost Story - Each point increases "fleet" chance to Escape a plunder or skirmish attack by 7% (Max 35%) Additionally at 5 points the fleet this ship is in gains 3 less danger for every attack it does.


I am liking this. I'm not a pirate but I think this is good. I do like the idea of having a flag ship in my armada too
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!!!
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