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Night and Day on the Waters!

PostPosted: Thu Sep 12, 2019 4:11 am
by PFH
Hello avonmora!

Have you ever wondered...when is it night and day in the game? Sure for you it could be 3:00:00 GMT or right at reset, but what for the npcs and fleets?

I propose a night-day system in PG.

Reset being 12:00 in the middle afternoon in terms of comparison and GMT 12:00:00 being midnight.

The times of day affect general mechanics in a slight fashion.

In the day time, skirmish percentage doesnt change. Fleets remain at normal speeds, accuracy of cannons and evade ration is at standard ratio, and workers remain effecient.

In the midnight time, your ships are 12% less accurate and evade 12% more shots. Skirmish chance is reduced by 15% and patrolling to find npcs becomes more difficult to find merchant and treasure fleets.

This is just a rough sketch but any suggestions for something like this or maybe needs more discussion?

Re: Night and Day on the Waters!

PostPosted: Thu Sep 12, 2019 5:37 am
by William one eye
-1 for wasting possible development of better ideas.


Not a terrible concept. But given other possible improvements this would fall seriiously low in comparison. Inn addition given pepole play from all corners of the earth this might give unfair advantage to some in certain time zones

Re: Night and Day on the Waters!

PostPosted: Thu Sep 12, 2019 6:11 am
by Slammerg
-1

Agree with WOE - too many time zones involved to make this a fair development for certain time zones

Re: Night and Day on the Waters!

PostPosted: Thu Sep 12, 2019 5:05 pm
by DezNutz
There is a clock on the bottom of the game screen.. When it reaches 0000 it changes to the next day. The obvious conclusion is that day and night in game run around 2000-0600 generally. No need to build a game mechanism for it.

Re: Night and Day on the Waters!

PostPosted: Thu Sep 12, 2019 5:20 pm
by Shadowood
Black as Night
Enchantment - Instant
600 Turns

Everyone in game is plunged into darkness. All moving fleets run a shore, are stopped at nearest port and take 99% damage. 50% chance to lose 50% crew members.

Cool down - 364 days. Player can cast this only once a year.

This is a quest item. You must obtain it by stealing the custard from the Krakens near western shores of Thorakas. GOOD LUCK!

Re: Night and Day on the Waters!

PostPosted: Thu Sep 12, 2019 6:12 pm
by The Lamb
So are you looking to add a mechanic to ship v ship attacks? Like, try to coordinate attacks during the day where night ends up being more of a quiet period?

Re: Night and Day on the Waters!

PostPosted: Thu Sep 12, 2019 6:21 pm
by Most Lee Harmless
It's a nice idea and would tie in with weather and winds as a new factor in attacks.

The issue would be, as previously mentioned, due to time zones and such, some folk would end up in the dark most of the time and suffer due to that.

Conversely, others would have daylight most of the time. That's a bit too much of a spread in terms of built-in advantage.

So, unless some way could be found to even out that factor for the whole player-base, it's a no from me even though its an interesting suggestion.

Re: Night and Day on the Waters!

PostPosted: Thu Sep 12, 2019 6:52 pm
by PFH
Perhaps every odd day could be night and every even day a daytime day?

Re: Night and Day on the Waters!

PostPosted: Thu Sep 12, 2019 7:18 pm
by Sir Henry Morgan
There's another option to consider...a rolling 8 hours of darkness. (Or something like it, 6 hours, 7 hours, etc.)

Basically it is dark for 8 hours and light for say 15 hours. This way the darkness window rolls through the entire 24 hour clock every 24 days.

Re: Night and Day on the Waters!

PostPosted: Thu Sep 12, 2019 7:52 pm
by Shadowood
It doesn't have to be day or night. You could just incorporate a "weather system". Just put FOG/MIST, randomly appearing throughout the day.