Pirate Flagship

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Re: Flagship

Postby Vane » Thu Dec 22, 2016 6:02 pm

Captain Jack wrote:
Shadowood wrote:I would like to suggest, well recommend, Vane's suggestion of "If you capture a Flag Ship" you get a special reward and title of "Pirate Hunter"



Agreed



Nice thank you!
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Re: Flagship

Postby Vane » Thu Dec 22, 2016 10:55 pm

Possible Additional Skill Sets


Fear the Black:
The black instills unease among even the most seasoned sailors. Few dare attack in fear of what they may face!

Effect: Any fleet that attacks you gains additional danger points. ("1" point additional danger per level.) - Hard limit of "6"



Dead Men Tell No Tales:
You show no mercy to your prey and kill all those on board. After removing your plunder you set their ship a blaze to leave no trace!

Effect: % Chance this ships fleet will incur half the normal danger points per plunder / skirmish ie. 3 pts gained, or 6 if hostile waters is on. (7% per level) - Hard limit of "70%"



Where Has the Rum Gone?:
The best way to boost morale on a pirate ship is Rum! Your crew works much harder to ensure optimal speed when traveling.

Effect: Rum is consumed at 1 crate per hour. While there is rum stocked on your flagship your fleet travels faster when sailing to any port. (10% per level) - Hard limit of "80%" - Does not effect battles only travel speed.
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Re: Flagship

Postby Shadowood » Thu Dec 22, 2016 11:04 pm

Charles Vane wrote:
Where Has the Rum Gone?:
The best way to boost morale on a pirate ship is Rum! Your crew works much harder to ensure optimal speed when traveling.

Effect: Rum is consumed at 1 crate per hour. While there is rum stocked on your flagship your fleet travels faster when sailing to any port. (10% per level) - Hard limit of "80%" - Does not effect battles only travel speed.


You crew is now 80% drunk.. Your accuracy is now 50% less as they are seeing double! :D :D :D

Serious Note: +1 to these. Very nice suggestions.
I don't fear death. I look forward to it with great anticipation. For then I will met God face to face and let him know that I stole his Man of War!!!
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Re: Flagship

Postby Juicypotato » Sat Dec 24, 2016 6:04 am

Terrible concept plan, make it a light ship that's powerful that can't be levied but can be captured.

Maybe a limit of 1 ship a month you can construct and you must of won at least 200 battles the last week and have less than 50 ships.
hahahahahahahahaha

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Re: Flagship

Postby Vane » Sat Dec 24, 2016 6:12 am

Juicypotato wrote:Terrible concept plan, make it a light ship that's powerful that can't be levied but can be captured.


All that is already in the suggested concept..
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Re: Flagship

Postby Shadowood » Sat Dec 24, 2016 6:15 am

Juicypotato wrote:Terrible concept plan, make it a light ship that's powerful that can't be levied but can be captured.

Maybe a limit of 1 ship a month you can construct and you must of won at least 200 battles the last week and have less than 50 ships.


First of all... Welcome back good sir.

Second... Did you read the first post? It can be what ever ship YOU pick (not SOLT or MoW). I would guess a pirate would lean toward a LF or Frig. You then can upgrade it as you go to make it as powerful as you want... Oh and it can't be sunk by Levi's just like a MoW.

Just curious what is so terrible about this post that almost laid out exactly what you are asking for. ;)

Again, welcome back.
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Re: Flagship

Postby Vane » Sat Dec 24, 2016 6:30 pm

More Possible Additional Skill Sets


Lookout:
Pirates have always been on the lookout for pirate hunters and the like. Not missing the chance to escape their assault!

Effect: % Chance to escape when attacked. ("2%" chance to escape per level.) - Hard limit of "20%"



Bow Chasers:
Mounted on the bow of your ship, these chasers will damage your target before engaging them. Giving a slight advantage before the battle really begins!

Effect: Inflicts a small percentage of damage to the targets lead ship before the first round begins. (2% per level) - Hard limit of "20%"



Careening:
Pirates relied heavily on their speed and manoeuvrability to close the gap on their prey. By frequently careening their ship, they ensured maximum speed was possible at all times.

Effect: Small % speed bonus during combat (Flagship only, not fleet). (1% per level) - Hard limit of "15%"
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Re: Flagship

Postby Shadowood » Sat Dec 24, 2016 7:20 pm

Charles Vane wrote:More Possible Additional Skill Sets


Lookout:
Pirates have always been on the lookout for pirate hunters and the like. Not missing the chance to escape their assault!

Effect: % Chance to escape when attacked. ("2%" chance to escape per level.) - Hard limit of "20%"



Bow Chasers:
Mounted on the bow of your ship, these chasers will damage your target before engaging them. Giving a slight advantage before the battle really begins!

Effect: Inflicts a small percentage of damage to the targets lead ship before the first round begins. (2% per level) - Hard limit of "20%"



Careening:
Pirates relied heavily on their speed and manoeuvrability to close the gap on their prey. By frequently careening their ship, they ensured maximum speed was possible at all times.

Effect: Small % speed bonus during combat (Flagship only, not fleet). (1% per level) - Hard limit of "15%"

All great suggestions. +1
I don't fear death. I look forward to it with great anticipation. For then I will met God face to face and let him know that I stole his Man of War!!!
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Re: Flagship

Postby Shadowood » Tue Jan 10, 2017 6:03 pm

Bump

New Server should = New Flagship update

:D :D :D :D :D :D :D
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Re: Flagship

Postby Shadowood » Wed Jan 11, 2017 10:39 pm

Question - Lets say I'm a pirate, I get my hands on one of these great ships. Upgrade it a few levels and have points stored up for the next upgrade... But something happens and I must join a nation to gain access to my bank. What happens to the points and/or Flagship at this point?

I eventually come back to the Black Flag, after I sorted out my affairs. Are the points earned still there, did they go away??

Thanks
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