Hideout HQ - Special Buildings - Gold Resource

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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Xanadu » Sun Feb 03, 2013 2:29 am

Sacking a hideout could be limited to the amount of empty cargo space in your ships. This would mean gambling that you could beat the defenses or have no return on your voyage. No cargo to sell at the next port and ships to repair may deter attacks on well defended hideouts. On the other hand 400 tons of gold (for 5 SOL's) to 600 tons (for 5 Lg MM) would be well worth the risk if you could find a town that could afford to buy all that gold bullion.
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Captain Jack » Mon Feb 25, 2013 8:26 am

Hideout HQ Version 1.0 expected details
  • It will be positioned in your home port
  • You will be able to change your home port

Future Version
  • It will no longer be based in one of your ports
  • You will be able to select a position in the map
  • No progress will be lost during reposition.

This is regarded important for now in order to implement the basic functionalities we want for the hideout first.
The position alone would require much time itself and we would prefer to do it in the same time we will upgrade our map.
However, we think that hideout should be able to be placed anywhere the player desires, therefore this functionality will be added sometime in the future.


EDIT: Don't confuse hideout with the hideout voodoo card. It won't provide any danger protection (at least in the beginning).
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Captain Jack » Mon Feb 25, 2013 10:10 am

Initial Hideout HQ Special Buildings list

All buildings will have a maximum level of 20.

1.Mansion
Central Building. Allows construction of other buildings. Each level increased hideout size (by as many buildings available. Now they are five, so it will increase it by 5. If we later add another building, it will increase it by 6).

2.Builders House
The higher its level, the faster your builders will complete the construction of new buildings.

3.Academy
It will allow research of technologies. The higher the level, the faster the research will be.

4.Goldsmith
It will transform gold coins into gold resource. The higher the level, the better the output.

5.Private Marina
Hides as many ships as its level is.
  • Only ships outside a fleet can be docked
  • Docking/Undocking consumes turns
  • Ships inside do not count into your overall ship count
  • Ships inside cannot be targeted or affected by voodoo (ie commandeer, leviathan, tidal wave etc cannot affect them)
  • Spy network will not reveal them
  • Ships inside cannot be used/sold/accessed.
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Mohammed » Mon Feb 25, 2013 4:06 pm

Captain Jack wrote:

5.Private Marina
Hides as many ships as its level is.
  • Only ships outside a fleet can be docked
  • Docking/Undocking consumes turns
  • Ships inside do not count into your overall ship count
  • Ships inside cannot be targeted or affected by voodoo (ie commandeer, leviathan, tidal wave etc cannot affect them)
  • Spy network will not reveal them
  • Ships inside cannot be used/sold/accessed.




i love this idea it well be great during wars hiding your ships so the enemy cant get them


but i am curious after i docked a ship and i want it out but i do not have enough captains well the game deny my request to get the ship out or well it not
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Captain Jack » Mon Feb 25, 2013 4:28 pm

Interesting detail; It will deny it.
The turns to undock will be few. Docking though should require fat turns.

Feel free to propose values. All posted info is under discussion and review.
FYI, we have done work on this in the past but we halted it to create voodoo. We are re-writing parts and the feature is huge. However, we progress pretty fast ;)
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Mohammed » Tue Feb 26, 2013 3:00 pm

Captain Jack wrote:Interesting detail; It will deny it.
The turns to undock will be few. Docking though should require fat turns.

Feel free to propose values. All posted info is under discussion and review.
FYI, we have done work on this in the past but we halted it to create voodoo. We are re-writing parts and the feature is huge. However, we progress pretty fast ;)


so can you tell us the amount of ships the devs have in mind for a lvl 20 private marina it is going to be a great building

and here is another idea at some point their well be nation quests can you put a quest that would allow you to assault a player private marina and destroy an amount of ships in it
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Redjack02 » Tue Feb 26, 2013 3:56 pm

What about those having whare houses highr then lvl 20 allready ?
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Captain Jack » Tue Feb 26, 2013 4:10 pm

21035 wrote:What about those having whare houses highr then lvl 20 allready ?



Warehouse is not a hideout building, it is a port building. It will not be affected. Warehouse can be as high level you want it to be.
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Captain Jack » Tue Feb 26, 2013 8:21 pm

Zombie jesus wrote:wuts the difference between gold now and gold bars?


Gold bars is a resource. Players will melt gold coins into gold bars in their Goldsmiths which is a special building in Hideouts.
Hideouts and all special buildings will be available only to real advanced players (it will take 2M gold to only initiate a Hideout).

The better the goldsmith level (it is a building, can be advanced up to lvl 20), the better the output of the melting process.
It will take time to melt your gold coins. You will be able to fasten the melting with turns.
So, let's say that at level 1 you will need 2000 gold coins per gold bar while at lvl 20 you will need 1000 (values are not yet final).
Once created, the gold bars will be automatically placed into your port warehouse.

Gold bars will have several uses.
*First of all, it will be used as a building resource for some buildings (later for ships).
*Secondly, it will be used as a trading resource. (Check Trading aspects for Gold bars below)
*Thirdly, it will be used as a resource you can bury as your treasure (gold bars will require less time to bury in more time to be found in compare to gold coins so players will tend to prefer them).
*Fourth, since they will be the most valuable resource it will offer many important strategic choices for the players. As Sir Henry Morgan said in the other post, you will be able to transfer it. Or, you will be able to store it in warehouses for your warchest. Or you will be able to steal is from other fleets (either as a bounty OR due to some special ability of a ship).


Now, regarding the trading aspects.
The gold bars STARTING price has now been set to 2000 gold coins. This is not the base price. There will be no base price for gold bars. The only stable pricing will source from the goldsmith output, which however will be different for every player (lvl 20 goldsmith will be more expensive than you can currently imagine - it will be the MOST expensive thing in Pirates Glory).

There are some special traits for this resource, in contrary to what happens with other resources which will make it a truly trading resource. Here is the list:
  • The game will not create any gold bars alone - Any gold bars must be created by the players
  • Every port will buy gold bars and ALSO sell them.
  • Gold bars will be sold only directly to your warehouse (trade routes options will be vastly expanded to facilitate automatic trading of gold bars. You will be able to set priority to gold resource based on a series of prerequisites including gold price, warehouse over port etc. If prerequisites are not met, the trade route will either wait for them to be met OR continue with normal resource trading - you will get to choose this too )
  • Sale price will be based off the buy price and it will be 10% higher. (So if it buys for 2000 gold coins, it will sell for 2200)
  • The price will fluctuate based on supply & demand.
  • Ports will only have as many gold bars as other players have sold to it.

Here is a sample on how price will fluctuate on a real case scenario.
Let's take Tortuga port. It currently has 0 gold bars and it currently buys gold bars at 2000 gold coins, As a result, it sells at 2200.

Player Mohammed switches to the market of Tortuga. He can't buy any gold bars because there is none there. He has however about 350 gold bars. 300 in his warehouse and 50 in his ships.


(Note: We have thought to change the price 1% per 100 gold bars traded. We will use this value for the example. It is not a final idea)

So, he chooses to sell 50 gold bars from his ships to the market. The market will pay him 2000 * 50 = 100 000 gold coins and will take the 50 gold bars.
It will continue selling at 2200 gold coins and buying at 2000. However, it will now remember that it will switch price if it gets 50 gold bars more.

So, Mohammed chooses to sell another 200 gold bars. This time the pricing will go as following:
-Market will pay 2000 * 50 = 100k for the first 50 gold bars.
-Market price will drop by 1% to 1980
-Market will pay 1980 * 100 = 198k for the next 100 gold bars.
-Market price will drop by 1% to 1961
-Market will pay 1961 * 50 = 98050 gold coins
So Mohammed will receive a total of 100 000 + 198 000 + 98 050 = 396,050 gold coins for this sale.


The same procedure will be followed in all trade routes.

Perhaps an addon trick may be needed to fluctuate prices beyond the initial mark. One idea is to increase gold bar price equally, 1% at every port, every 6 hours. Another idea is to create a set of rules on which prices to raise, which to keep the same and which to drop.

One such set of rules could be (maximum of 1 rule applied in each port, priority order):
-Increase price at ports which has 0 stock.
-Increase price at ports which stock decreased in last 6 hours.
-Decrease price at ports which stock increased at last 6 hours.

The increase can be the same and it can be defined to 1% or 200. Whichever is smaller when dropping or whichever is higher when increasing.

Your feedback will be appreciated.
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Mohammed » Tue Feb 26, 2013 10:20 pm

here is another idea

instead of 10% on market sales for a duke why wont you make gold price never changes that may be better that the 10% market sales
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