Hideout HQ - Special Buildings - Gold Resource

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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Captain Jack » Sat Jan 10, 2015 12:43 pm

We will not bother with any police over the system; whoever can manipulate it, let it be. We mostly want to build something that will be simulating real world market.

I like your approach Shaydo. Here is what we are trying to achieve (our objectives):

Primary Objective:
We want large profit to be dependant on ships.

Which means that a producer alone, should be allowed small profit. It will be the ships that will sell the goods at another port that will make a difference.

This leads us on a troubleshoot:
Why a player should use his ships to sell at another port, instead of waiting for the perfect time on his own(producing) port?
This is obviously something we do not want.

So, the whole point is to create the feature in a way that gold bars will be loaded in ships. We want every player to have a couple of "Treasure Fleets". If players start creating such fleets for the sole purpose of transfering gold bars, we will make the game much more interesting.

For example, Pirates will now look for these fleets. We could even add specific ship abilities that instead of the gold coin loot, they will target for the fleet cargo. Now, for a fleet that carries tools (the most expensive commodity), the maximum profit out of the cargo can be 15k. For a fleet that carries gold bars, the maximum could be beyond 1.5million.

So again, we need a way to make gold bars profitable, like the resources are. The whole problem till now, is that ALL ports buy gold bars.

On a final note on this post, we could force gold bars travel by setting specific ports as gold sellers and other as gold buyers. Or, we could return to the initial idea that Hideout has its own port. So a player will be force to sail his goods to a port warehouse anyway. Perhaps the later can be the solution. But still,we need a good market solution.
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Shaydo » Sat Jan 10, 2015 2:25 pm

I would keep all ports buying gold bars as if only some buy then the overall buy/sell mechanics may have to change as the few ports that buy would get flooded quickly.

If i'm right in thinking a player can only have one Hideout then make it so that in the port there hideout is they have a 25%-50% reduction on the price the port will pay them to take the bars of there hands as they were 'Produced Locally From Local Gold', this would encourage players to move there gold bars around if they wanted to make any real money, the only reason you would then sell them in the port you made them in would be if you needed quick access to gold and didn't have any turns to uncover some?

So if i produce in St.Martins and the current buy price is 2,000g/bar then St. Martins will only offer me 1,000g/bar to take them off my hands, comparing these to prices we have previously discussed this becomes the single worst price for me to sell at from what was the best price to sell at, thus encouraging me to move them even 1 port over to the port offering the lowest to take them from me because it would still be a bigger profit per bar, if you happen to have produced in the port with the lowest price to buy from you this would encourage you even further.

Thoughts?

Note: If players get the ability to move there hideout then this may not work as you could stock your local port to the gunwales and then move your hideout to a different port, thus resetting the price to sell at in the port you did initially produce them in.
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Mohammed » Sat Jan 10, 2015 3:54 pm

first of all i dont think hideouts a good name for the place players build i am no pirate so i dont want to hide can it be called a compound for example

and i have a question to captain jack
well nations be able to tax the players for the sales they make in their ports


how about this idea to avoid the problem shaydo wrote above

when a players produces gold bars lets say in prote the gold smith puts the name of the port on the gold bar
like in the italian job if anyone knows the movie how the gold bars had a woman on them

sorry for any typos found above i wrote this on phone
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Xanadu » Sun Jan 11, 2015 10:06 pm

How about this for an idea that could solve the problem. You may not sell anything you produce in the port where you have your hideout (for lack of a different term) in. If you want to move a hideout make it very costly to do so. This may keep players from hoarding gold in a port they produce it in and then moving hideouts to a different port. Better yet, if you move your hideout you have to start back at the beginning lie you do with a nation change. The gold smelter resource could be like the MOW is now where you only get one and have to capture any others. If you move hideouts you can't get another gold smelter. An autoload on to ships would be a very good choice also. That way more plundering would take place that is not of the malicious type, but merely opportunistic. We would then have to make a decision how best to camouflage our fleets, or how to set up any treasure fleets. You may start to see lots of level 10 SOTL fleets shipping gold when not fighting.
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Captain Jack » Wed Jan 14, 2015 4:35 pm

I think that your ideas solve our problem. We will not ban it completely, a reduction fits better.

Ability to move hideout will be offered for credits. So I don't think players will abuse it.
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Shaydo » Wed Jan 14, 2015 8:11 pm

If there prepared to shell out credits to make selling gold bars without shipping feasible then that's not to bad really, it would likely be the only benefit of moving your Hideout(could also be known Private Dock/Private Marina). The only other reason would be the port you built it in is the one no one sells gold bars in so to make best profit you need to relocate, although i can foresee the prices changing across the map at an even rate.

With this in mind Captain jack and based on your previous post are we any closer to getting a ball park release date for this?
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Captain meow » Wed Jan 14, 2015 9:31 pm

having to use credits is a bad idea why not just have some ports have a gold mine
the gold mine ports would produce and then transport to non selling
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Francois le Clerc » Thu Jan 15, 2015 2:48 am

τι είσαι ανθρώπους να λένε εγκεφάλου μου κακό
Sir James Cook
*HELM*
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Francois le Clerc » Thu Jan 15, 2015 2:49 am

何が私の脳を傷つけるを言ってあなたの人々である
Sir James Cook
*HELM*
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Most Lee Harmless » Thu Jan 15, 2015 3:24 am

Dracula wrote:何が私の脳を傷つけるを言ってあなたの人々である


took the words right out of my mouth....
-1 : Move to archive.
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