Hideout HQ - Special Buildings - Gold Resource

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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Captain Jack » Thu Feb 26, 2015 12:16 pm

We are on the final straight. It needs some more work though so a little more patience and we will release it. We want it as much as you want it.
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Captain Jack » Thu Feb 26, 2015 2:30 pm

Here is the suggested list for the buildings cost:
http://s2.piratesglory.com/test.php?var=mansion

Check it up and let us know what you think. Your suggestions will play a role in compiling the final list.

Note #1:
Construction time can be halved up to 50% with a level 20 Workshop.
In detail, each workshop level reduces construction time of ALL buildings by 2.5%. For example, a level 4 workshop will reduce building time of all buildings by 10%. So, if a building requires 20 hours, with a level 4 workshop it will require 18. With a level 20 workshop, it will require 10 hours. Workshop value will be considerate for the most important buildings which are the bank and the goldsmith.

Note #2:
Hideout is a feature for advanced players. This is how you should judge the costs of this feature. We do not want newbies to use this at all, this is why the entry fee for the hideout, is 10,000,000 gold coins.

Note #3:
The true power of the Hideout as it is now, is the Bank or Goldsmith (it would a costy idea for someone to start both of them on the same time). In the near future more buildings will be added - like the Academy who will allow research of technologies. The reason that Academy is not present at Hideout v1.0 is that we want to bind the Academy with the Ship Specialization project which will follow right after.

How to give feedback on these:
We would like you to give your feedback on these by answering the following questions:

-Time playing current account (days, optional):
-List buildings that need an increase in cost:
-List buildings that need a decrease in cost:
-Rate the cost list generally (expensive, normal, cheap):
-Fill up with more comments:
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Most Lee Harmless » Thu Feb 26, 2015 3:16 pm

Time playing current account (days, optional):

360 days

-List buildings that need an increase in cost:

Overall, I think 'entry' level materials costs should be maybe 50% higher, then increase exponentially for each new level built : it should reflect the abilities of a player who has built and can maintain a reasonable trade set-up to be able import such amounts to the hide-out port.

-List buildings that need a decrease in cost:

The 'credit' and 'gold bar' requirements do seem to kick in a bit early for the marina/goldsmith elements : I'd suggest player should be able to gain a level or two more above 'entry level' before they are need in any large amounts for progress further, certainly on the marina, less so on the Bank which is about right.

-Rate the cost list generally (expensive, normal, cheap):

Cheaper than I was expecting, overall.

-Fill up with more comments:

It's hard to judge fully until we can see how much bang we get for our buck from each new level gained on each element. My feeling would be to go with it as is, and tweak when any serious flaw is shown in actual play : this might, however, lead to discontent if changes get made later and some may feel disadvantaged, either as an expensive early adopter, or as a more expensive late adopter, depending how any changes impact.
-1 : Move to archive.
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Captain Jack » Thu Feb 26, 2015 3:28 pm

We cannot achieve perfection since launch, that is for sure. At least everyone is already alerted to do as they think best.

I like your proposals. Resource values for Bank and Goldsmith have been slightly tweaked upwards.
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Captain meow » Thu Feb 26, 2015 4:13 pm

i already feel disadvantaged A some of us can't afford to buy credits B ten million is way too high 5 million is okay C a private marina will make it impossible for us to attack ships with a danger level
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Captain Jack » Thu Feb 26, 2015 4:23 pm

Private Marina can only be used for ships outside of a fleet, therefore there is no collision with danger system.
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Captain meow » Thu Feb 26, 2015 4:33 pm

Captain Jack wrote:Private Marina can only be used for ships outside of a fleet, therefore there is no collision with danger system.

oh okay so like a storage for reserve ships ?
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Roberts » Thu Feb 26, 2015 4:39 pm

Yes it is - you can store your best ships in there to keep them safe, if you look further back you will find descriptions of it... i personally think there should be a max number of ship to fit in it like 5-10 and maybe levels of it 0-10 higher the level - higher the amount of ships...
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.
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Captain Jack » Thu Feb 26, 2015 5:37 pm

Regarding Private Marina, we think that 50 turns to dock and 8 to undock is a reasonable number. What do you think?
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Roberts » Thu Feb 26, 2015 5:54 pm

That seems reasonable to me, Would take over 1/3 to hide it... But i am not in for making the coding or structure harder but why not a entire day of turn waiting ( 144 turns) To dock one ship?
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.
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