Page 1 of 5

Ship Traits

PostPosted: Thu Sep 27, 2018 8:57 pm
by Captain Jack
Ship Traits version 0.1 is out for development

Ideas for Future Versions:

New Trait Classification
Obtained - Ships obtain a new trait during usage and depending the usage. Each ship can have 1 obtained trait.

Negative Traits
===================

Negative traits can only be obtained. We need a list of such traits.


New Traits list
===================

This is a list of traits that have not yet made it into the feature but can make into it in the future. Feel free to propose yours.

Grape Shot
Increases efficiency of Captain Order Aim for the Crew
Ships with this trait will have greater results.

Chain Shot
Increases efficiency of Captain Order Aim for the Sails
Ships with this trait will have greater results.


Traits probability
================

This is not implemented to a version of ship traits yet, but can be implemented in the future.

Some traits will have less chance to be rolled than others.
Some traits will receive higher or lower chance, according to ship type.
Some traits will be able to stack (if a ship is going to have 2 traits, then it may have 2 similar ones)

Re: Ship Traits

PostPosted: Thu Sep 27, 2018 9:00 pm
by Banger
This would be a game changer. It would cause the ship market to be amazing as you could get ships with more cannons, then an unsinkable tail.

Re: Ship Traits

PostPosted: Thu Sep 27, 2018 9:47 pm
by DezNutz
+1

Re: Ship Traits

PostPosted: Thu Sep 27, 2018 9:51 pm
by Admiral Nelson
I am curious, Jack.

Will already built ships, not have said features or will they be randomly generated?

+1 though, I can imagine 60 attributes sailing around more often with the ability not to be 'lost' via what is now seen as a "viable" strategy.

Re: Ship Traits

PostPosted: Thu Sep 27, 2018 9:58 pm
by Caladan
Definitly a +1

Re: Ship Traits

PostPosted: Thu Sep 27, 2018 10:13 pm
by Captain Jack
Admiral Nelson wrote:I am curious, Jack.

Will already built ships, not have said features or will they be randomly generated?

+1 though, I can imagine 60 attributes sailing around more often with the ability not to be 'lost' via what is now seen as a "viable" strategy.



I already replied this above:
Captain Jack wrote:All existing ships will get a random traits and will be through this 1% chance to determine if they will get 2.


There are many more strategies from the Leviathan trait. We need more similar traits actually. Traits that allow multiple strategies. Try to think of extra ideas.

Re: Ship Traits

PostPosted: Thu Sep 27, 2018 10:28 pm
by Admiral Nelson
Ah yes sorry.

Normally the fine details would be placed at the botttom... But, long as I know. :)

Will there be any way to tell in Spy Network, what trait a ship has?

Re: Ship Traits

PostPosted: Thu Sep 27, 2018 11:09 pm
by PFH
What about damage resistance? Instead of swarm of worms doing 8% damage, with the ability, would make it 4% each tick. Cuts damages from voodoo by 50%

Re: Ship Traits

PostPosted: Thu Sep 27, 2018 11:13 pm
by Captain Jack
Emergency Call and Royal Fleet Auxiliary already counter SoW. Something related to repair is not a bad idea though.

Other points to consider; plunder control - upgrade cost - base pricing control

Think of ships and special ships. what was their special point and how can this be strategic in the setup we already have or the setup we could create based on the already posted ideas in the last few days.

Re: Ship Traits

PostPosted: Thu Sep 27, 2018 11:18 pm
by PFH
Is their the possibility for a reshuffle ability for MoW to change the ability to another at random? Given that mow cant be built, maybe some sort of reshuffling ability at the cost of credits could be added? Or to implement a voodoo card that reshuffles a ships ability/abilities?