Shadowood wrote:Captain Jack wrote:2.
6 ships fleets, by default, use Warships as escort
This means that you will not be able to use a Warship at position 3-4-5-6 at fleet order (no warship as tail).
To picture the proposal, every fleet will be now in this format:
Slot 1: Any Ship
Slot 2: Any Ship
Slot 3: Any Ship
Slot 4: Any Ship
Slot 5: Any Ship
Slot 6: Warship only, if at least 4 slots are taken by Merchant Ships.
I am a bit confused... (I am a little slow in RL so please let me know if I am missing something).
First you say you CANNOT USE a warship as a tail.
Then you say Slot 6 (which in fleet line up is the TAIL SHIP) is WARSHIP ONLY.
Which is it?
Also, what do you classify a Flag Galleon as, as it has 100 Cargo space, but can be used as either a trader or warship?
Thank you.
Captain Jack wrote:The reason we put the condition to use warships as escorts (at top slots) limitation is that Sloops are also warships. So, putting a sloop last would mess with the reason we want this implementation. You want 6 ships in a fleet? At least 1 (and maximum 2) ship must be a warship positioned in the top. Or else, stay with 5 ships and no special rules.
it's still not clear to me (i think)
i am not sure which ships qualify to be used for the extra slot. sloops don't qualify but does a brig or war galleon qualify? i would like to see a simple list of ships that can unlock the 6th slot.
the order of the ships in the fleet. does it matter where the sixth ship (the special warship) is located in the fleet?
how much the 6th slot should cost is not easy to decide on.
some considerations are that less fleets are needed for the same amount of ships (300 ships 60x 5ships or 50 x 6 ships) thus 20%? less admirals are needed AND less fleets will be lit up by HN's or FFJ's which is also a financial benefit.
there has been talk of adding more 'officers' to the game. i propose that an extra officer (at the fifth of the cost of an admiral) is needed to unlock the 6th slot . i see 3 possible roles:
gunner mate: extra benefit groups of 20 cargo can be traded in for 2 guns each (1 at each side of the ship)
Cargo master: extra benefit sets of 10 guns can be traded for 10 cargo spaces
marines: extra benefit sets of 2 gun slots can be filled with 1 marine sharpshooter; these sharpshooters have 0.025 x round shot level x number of officers in the opposing fleet % chance per round to take out an officer. (e.g. an SOL with round shot at 10 has filled 30 gunslots with marines it attacks on a 6 ship merchant fleet. the admiral is always on the first ship and a cargomaster on third ship. the chance that the first ship loses an officer is 15 (marines) x 0.025 x 10 (round shot level) x 2 (officers) = 7.5% the second ship has 1 officer and a chance of 3.25 to lose her captain, the third ship has 7.5% chance again the last 2 ships have 3.25% each. which officer is hit is random, but by losing a captain will the ship operate at 50% effectiveness, losing an admiral will put the fleet at an 20% loss of speed and in battle a random order of battle (no coordination) on reaching a port, the officer has to be replaced before the fleet can sail again.
pirates cannot have the 6th slot, but will enjoy the extra benefits these officers give.