Ship Traits

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Re: Ship Traits

Postby Captain Jack » Thu Sep 27, 2018 11:22 pm

When I wrote innate, I meant that MoW will get this regardless plus 1 or 2 random more.

So it would be perfectly possible for a MoW to have 3 traits while all will have at least two: The innate leviathan immunity to level 1 and a random one.
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Re: Ship Traits

Postby Stan Rogers » Thu Sep 27, 2018 11:48 pm

Raise ship allocation points to 15 from 10 but keep the ceiling at 60 attributes.
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Re: Ship Traits

Postby Lachlan » Fri Sep 28, 2018 1:25 am

sounds good!
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Re: Ship Traits

Postby Shadowood » Fri Sep 28, 2018 2:52 am

Little pee came out again...

Huge plus 1
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Re: Ship Traits

Postby Captain Jack » Fri Sep 28, 2018 12:30 pm

How about extra cargo space? Should it be fixed or random per ship? Is 20 a good selection?

Same with the rest.

For example, Random extra hitpoints, based on minimum and maximum cap. It could be like 100 to 200 extra hp. In this way, even if two ships have the same trait, they will not necessarily be the same.

Another issue up to discussion is which traits should be allowed to be double. For example, allowing Extra Cannons to be a double trait sounds good. Allowing Extra level to be double, sounds a bit too powerful.

Another issue to discussion, before we can forward the suggestion, are extra traits. For diversification, perhaps more than 10 traits are needed. So the chance of getting what you really want is low enough. Some difficulty in getting what you want will add a special flavor as you will have to explore other options, like buying them from another player or stealing them.

Another thing, these traits should be fully detailed to the user and when the ship is at an auction. At a spy Network, such details should not be visible. Perhaps though, we can make them visible during battle. This will give an incentive to read battles.

Some will be obvious, like extra level -> you cannot hide this.
Extra Hull/Sail Hitpoints, or extra cargo, will also be easy to notice from existing battle system.

Immunity to leviathan could be a nasty surprise.

Any other special traits, we can consider, given their nature.

Here are some extra ideas:
Grape Shot
Increases efficiency of Captain Order Aim for the Crew
Ships with this trait will have greater results.

Chain Shot
Increases efficiency of Captain Order Aim for the Sails
Ships with this trait will have greater results.

We could also consider other traits, which should be rare to occur, like:
Leviathan Assault
Low Chance (less than 10% and perhaps less than 5% - aka once every 20 battles) to lower a level of the enemy ship (even sinking it) with permanent effects (effect remains after battle, ships will be able to level up again normally after this)

Fire Assault
Any damage inflicted by the ship, is permanent, regardless of the battle winner.

These are just ideas, we need to amass a long list and then pick. Use your creativity.
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Re: Ship Traits

Postby Captain Jack » Fri Sep 28, 2018 3:30 pm

First post has been updated with ideas.
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Re: Ship Traits

Postby Stan Rogers » Fri Sep 28, 2018 3:41 pm

How about extra cargo space? Should it be fixed or random per ship? Is 20 a good selection?

Allow the retrofitting of cargo space in any ship to install cannons in place of cargo space. One cannon takes up x? amount of cargo space on any ship.
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Re: Ship Traits

Postby Shadowood » Fri Sep 28, 2018 4:27 pm

... oops ...
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: Ship Traits

Postby Shadowood » Fri Sep 28, 2018 5:15 pm

Captain Jack wrote:
Traits List


-Immunity to Call Leviathan sink -Level 1 ships do not join sea bottom because of Leviathan.
-Extra Level - This ship can get an extra level
-Reinforced Hull - Extra Hit points for hull - Chances are higher for specific ship types (ie Galleons)
-Durable Sails - Extra Hit points for sails - Chances are higher for specific ship types (ie Brigs)
-Extra Cargo Space - Ship has bigger trunk for crates (probably 20)
-Extra Cannons - More Cannons for specific ship (probably 8)

List of ideas for more traits:
Loyal Crew
-Plundered ship cannot be sold, commandeered or placed in a Private Marina before 72 hours pass, ever since the time of the plunder.

Grape Shot
Increases efficiency of Captain Order Aim for the Crew
Ships with this trait will have greater results.

Chain Shot
Increases efficiency of Captain Order Aim for the Sails
Ships with this trait will have greater results.

Leviathan Assault
Low Chance (less than 10% and perhaps less than 5% - aka once every 20 battles) to lower a level of the enemy ship (even sinking it) with permanent effects (effect remains after battle, ships will be able to level up again normally after this)

Fire Assault
Any damage inflicted by the ship, is permanent, regardless of the battle winner.

We need more trait ideas and feedback on existing ones.


CJ - I am in favor of Loyal Crew, Grape Shot and Chain Shot. Personally not a fan of Leviathan Assault or Fire Assault. Call me old fashioned but I like the use of Voodoo for these two effects.

For additional suggestions I will call on my old friend Charles Vane. He posted these on the Flagship topic but I think they could apply here as well.

More Possible Additional Skill Sets
Lookout:
Vane wanted this to aid pirates but I think this could aid traders...
Increased % based chance to avoid skirmish
This would aid traders


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.
I like this effect. If you have it, it gives just a small advantage in a battle


Last I will add a reverse to Lookout effect.
False Colors:
This too is an old suggestion, I want to say by me. Pirates would fly a false flag to lure they prey in.
Effect: Decreased chance for your prey to escape a skirmish
This would aid those who prefer skirmish battles over plunder battles. I am sure Tom Lowe would enjoy this one.
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: Ship Traits

Postby Captain Jack » Wed Oct 17, 2018 2:04 pm

Lookout and False Colors cannot be ship traits. It can be added later as an admiral ability.
Bow Chasers is good. We need to define numbers for this and the rest of the proposed traits.

We have decided that this will be the first feature to implement and build from here. The sooner we finalize numbers and final list of entry traits, the better.

Grape Shot and Chain Shot and any ability referring to an in existent mechanism (right now) will not make it in the first release.

We could create a Legendary Voodoo card that will reset (random) Target Ship trait. Since Witch Hut is nowhere near us in the future, such card could be obtained by fulfilling specific missions in-game. Such missions will be generated by the game. More details about this at another post, in the future.

For now, I will allow a 4 days window to post your feedback. I know it is short, but we need to speed up. Work has already started. At Monday 22, we will begin implementation of the future based on what we have. At Monday 29, this feature will be released.

Now, your feedback please...

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