Ship Specialization: Special Crew and First Mate (Large)

Here you can find all the ideas/suggestions that have already been approved by administration. These ideas will stay here in queue till they are implemented or... postponed! Feel free to browse through the ideas, add your own ideas and help us prioritize them correctly.

Ship Specialization: Special Crew and First Mate (Large)

Postby Captain Jack » Sat Dec 26, 2015 11:10 am

Ship specialization is a chapter that has been troubling development for a long time. Here, we have two more ideas that could be added in the total blend.

Also, reference idea: https://www.piratesglory.com/forums/vie ... f=5&t=4172

1)Specialized Crew Members
These crew members can be added in a ship as extra crew. Each one of them is specialized in something.

General Details:
-Limited to (Ship max Crew)/30 extra crew members per ship. (ie, howker can have up to one, MoWs can have up to 10)
-Their specialization will improve the ship to their specialized trait (ie better shooting,looting,etc)
-All bonuses will be additive and stackable.
-The bonus they carry will be static (it will not be affected by anything)

Obtaining crew Members:
-Rewarded through NPC missions
-Rewarded through NPC battles
-Randomly rewarded among active players
-Looted from other players (When the fleet loses the battle, if there is a Skilled crew member in any ship at the fleet, then there is a 50% chance to loot him. Maximum 1 loot per battle lost)
-Bought through ships market (later)


2)Specialized Officers
This idea has been heard a lot of times before with different variations. We will start with a simple version and then we will build from there.

First Mate
-You will be able to pick a First Mate. This character will effectively be the second in command of your ships (after you).
-He(or She, I will use He for quick use from ther after) will have his own profile and he will be even viewable by the public. You will be able to set a name for him and an Avatar
-He will have his own characteristics and specialization (the majority picked by the players).
-He will gain battle experience and will improve over time (time experience).
-He will have both merchant and battling skills.
-You will be able to position him on a ship. As long as he is on a ship, the ship will be under his command. As a result, this ship will enjoy all the ship bonuses he carries.
-There will be also global bonuses that will apply to all your ships.

First Mates will be lootable just like Specialized Crew Members. If the ship is last on the fleet and the fleet loses the battle, you will lose your First Mate.

Looted first Mates will carry all of their characteristics to their new owner. Avatar and Name will not be changeable. They will carry a history page which will mention previous owners and the days they were there.

Every player may onnly have 1 active First Mate. The rest will be there as trophies (and/or future usage). A first mate will not be tradeable but looted first mates will have a ransom fee adjusted by the looter. If the previous owner pays it, then they will reclaim it (released hostage).

Therefore, someone who loses his first mate, will have the option to reclaim him. If the looter denies, then he will be able to create a new one. Generally, anyone with less than 3 First Mates, will be able to create new ones. Only one will be active though (I know I said it above, just repeating).

Your feedback is welcome.
User avatar
Captain Jack
Project Coordinator
 
Posts: 4042
Joined: Tue Feb 08, 2011 1:12 am
Location: Pania

Re: Ship Specialization: Special Crew

Postby Warrior » Sat Dec 26, 2015 11:22 am

+1.

I'd like the ship which the first mate is controlling to be immune from leviathans and sabotages. Currently i see only disadvantages in keeping a big ship like a man of war out of the marina. If they are immune to levis and sabos, then it would be really cool...

And battle experience should be made so that they just don't get a fixed experience for one battle. Then people would have to farm for experience like the other games. It really makes it boring. It should be made in such a way that you get more experience for battling challenging battles. I think you get what I mean. There is no point in getting a win on a cannonless fleet or getting a win on a fleet that is damaged to 99% by voodoos.
Want to trade ships or voodoo cards or whatever, just contact me in-game.
User avatar
Warrior
 
Posts: 396
Joined: Fri Feb 07, 2014 1:31 pm

Re: Ship Specialization: Special Crew

Postby Mohammed » Sat Dec 26, 2015 11:25 am

+1 on the whole idea and warrior suggestions
User avatar
Mohammed
 
Posts: 485
Joined: Sun Jan 01, 2012 11:54 pm

Re: Ship Specialization: Special Crew

Postby Captain Jack » Sat Dec 26, 2015 11:52 am

The best for battle experience, is to use a relatively low montly limit (cap) on how much they can earn. It will result in less diversification but it will be more enjoying - you already implied why.
User avatar
Captain Jack
Project Coordinator
 
Posts: 4042
Joined: Tue Feb 08, 2011 1:12 am
Location: Pania

Re: Ship Specialization: Special Crew

Postby Roberts » Sun Dec 27, 2015 5:17 pm

I do not agree with the whole " Your MoW will not be able to be hit" thing ; This is constructive Feedback:

You have done one thing to help New Players - Which is each Ship comes with a captain for those that are under 200 Captains. I personally believe ; This is enough for the New Players ( For Now ) : Do not Implement this , as it is unfair to the people that have been targeted on there MoW's by there Call Lev's... But hey...
Civilian:Are you insane? One pirate against trained pirates... Who do you think this man is? God?
My Leader: No. God would have mercy. He won't.
User avatar
Roberts
 
Posts: 1109
Joined: Mon Sep 01, 2014 1:56 pm
Location: Belly Of The Beast

Re: Ship Specialization: Special Crew

Postby Captain Jack » Mon Dec 28, 2015 4:00 pm

Roberts wrote:I do not agree with the whole " Your MoW will not be able to be hit" thing ; This is constructive Feedback:

You have done one thing to help New Players - Which is each Ship comes with a captain for those that are under 200 Captains. I personally believe ; This is enough for the New Players ( For Now ) : Do not Implement this , as it is unfair to the people that have been targeted on there MoW's by there Call Lev's... But hey...



You are off-topic. Read the first post again.
User avatar
Captain Jack
Project Coordinator
 
Posts: 4042
Joined: Tue Feb 08, 2011 1:12 am
Location: Pania

Re: Ship Specialization: Special Crew

Postby Captain Jack » Tue Dec 29, 2015 5:36 pm

I can't see many reasons as to why anyone would be against to this. I am adding it to Ship Specialization chapters for implementation.

Ship Specialization
User avatar
Captain Jack
Project Coordinator
 
Posts: 4042
Joined: Tue Feb 08, 2011 1:12 am
Location: Pania

Re: Ship Specialization: Special Crew and First Mate

Postby Warrior » Wed Dec 30, 2015 1:31 pm

Powder Monkey: Increases the damage done by the cannon ball.
Master Gunner or Gunner: Increases accuracy
Carpenter or Boatswain: Repairs the ship on a hourly basis/ decreases upkeep costs.
Sailing Master or Navigator: Increases ship speed.
Musician: Increases morale/ decreases upkeep costs
Cook: Makes food/ Decreases upkeep costs/ Heal wounded soldiers ( when foot battles are implemented )
Want to trade ships or voodoo cards or whatever, just contact me in-game.
User avatar
Warrior
 
Posts: 396
Joined: Fri Feb 07, 2014 1:31 pm

Re: Ship Specialization: Special Crew and First Mate

Postby Captain Jack » Wed Dec 30, 2015 5:03 pm

;) ;) ;)

Keep them coming 8-)
User avatar
Captain Jack
Project Coordinator
 
Posts: 4042
Joined: Tue Feb 08, 2011 1:12 am
Location: Pania

Re: Ship Specialization: Special Crew and First Mate

Postby ChaIbaud » Fri Apr 01, 2016 1:48 am

bump, +1
PM me any complaints (10M gold coin wire fee is mandatory).
User avatar
ChaIbaud
 
Posts: 1749
Joined: Fri Mar 11, 2016 9:24 pm
Location: United States of America

Next

Return to Approved

cron