Ahoy everyone,
Here is the version 1.0 suggestion for Ships Market. The suggestion is based in the discussion that took place earlier and can be found here.
We hope for a quick finalization of the details in order to move to the implementation phase. Ideally, we would like to finish this feature in early October as we have many more features waiting in line.
New Expansion: Ships Market
Description:
A new market is created where all players are able to buy and sell ships for credits or gold.
Market Details:
In short:
1)Put a ship on sale
2)Ship remains there for as long as it needs (ie 63 days).
3)Once it receives a bid, it enters an auction before it is delivered. The auction timeframe is relevant to the ship type.
In detail:
-Sell ship option as we know it, will be maintained but instead of returning 100% of the building cost in gold coins, it will return a lower amount. (Currently set at 70%)
Ships Market will work as following:
1)It will have a storage where players will be able to put their ships on sale.
2)The storage will be 5 slots for every player + Additional slots at 20 credits (currently 5) per slot (one-time fee)
3)It will cost 2 turns to put a ship on sale. (Curently, it costs no turns to use the market)
4)The ship will not be removed from the market till it is sold.
5)Players will not be able to remove a ship from sale.
Sales will work as below:
-Anyone will be able to bid on a ship on sale.
-While a ship has no bid, the seller will be able to adjust price.
-Once a bidding arrives for a ship,a 2 days (48 hours) countdown (Countdown is relevant to ship type). During this countdown, everyone will be able to place further bids. Bids will work just like in voodoo market.
-Once a ship is sold, it will enter a 24hours (Currently 72 hours) protection at the market where the winner will be able to pick it up from the market. If the protection ends and the winner has yet to pick it up, it will be delivered to the winner where it will remain as a ship outside fleet. All ships will be delivered to the Home port (When ship is picked up, player will be able to choose which port he wants the ship delivered to) -everyone has a home port - for those that have a hideout, this is your home port - of the winning player.
New Hideout Building: Shipwright
-To further enhance the feature, we will allow players to construct ships in their own shipwright instead of the market shipwright.
-The prices will be different in the player shipwright in both gold coins and resources. However,there will be no turn cost and ships will be constructed in real time.
Shipwright, as all hideout buildings, will be upgradeable. It's philosophy will be similar to Goldsmiths. In order to have a successful and profitable shipwright you will need to invest a respectable amount of gold coins. The total value of investments required will be very high as we look to promote more loaning from the banks.
Levels will affect the following:
-Ship cost in resources
-Construction Time
-Internal Dock
The internal dock is something that all shipwrights will have. This will help producers to keep the ships they produce safe. It will work exactly like the internal warehouse of Goldsmiths. Players will be able to choose where ships are stored: Into their internal dock or at their hand.
Captains will be required when undocking ships from the internal dock to your hand but we will give an option to put them on sale immediately, where a captain will not be needed at this ocassion.
Constructed SoLs will also require an empty Private Marina slot when docked in the internal dock.
We seek feedback on the idea and suggestions on the number of slots available in the Internal dock (ie, 10 per level).
Shipping costs will be tuned in a way that ship building in your own shipwright will cost less than the shipwright after a specific level (ie level 5). Which means that if you have a shipwright of level 4, it should be more cost-effective to build them in the market's shipwright.
Gold bars will be used in all ship constructions. Most probably, a shipwright will have an upkeep in Gold Bars which will be relevant to the shipwright level. Upkeep will be paid only when the shipwright is constructing ships.
Shipwrights will also have a workforce, in the standards of Goldsmith. The workforce will consume Tobacco, Rum, Food and goldcoins and it will affect production speed.
Ships produced from player shipwrights will not have any difference with ships produced from market shipwrights. The only difference will be in ship value when selling back to the market which will be relevant to gold coins spent for the ship to be constructed.
Feedback/suggestions are mostly welcome.