Fishing

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Fishing

Postby Francois le Clerc » Mon Jul 13, 2015 10:29 pm

CJ each time i cancel a fish route but dont recall the fleet it continues fishing.

When i cancelled it it had 36cargo and now it has 95 and i actually have them in warehouse tortuga mate......
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Re: [No Bug] Fishing

Postby Captain Jack » Mon Jul 13, 2015 11:08 pm

Cancelling a route, means that the fleet will not go back fishing once it returns to port. It will continue till it is full though.

When you recall the fleet, it will stop fishing and return back.
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Re: Fishing

Postby Francois le Clerc » Mon Jul 13, 2015 11:10 pm

thx
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Re: Fishing

Postby Sir Colchian Niveus » Thu Jul 16, 2015 2:20 am

CJ can you arrange somehow massive control of fishing routes, same way it is with trade routes? maybe change them from trade route to fishing and the opposite also?
I'm here to listen, everybodys beliefs. What i'm expressing, is only my opinion. The name "Dragon" comes from the Greek "drakeîn" meaning "to see clearly".

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Re: Fishing

Postby Barnabas Sackett » Sun Jul 19, 2015 8:56 pm

Monkey D. Luffy wrote:CJ can you arrange somehow massive control of fishing routes, same way it is with trade routes? maybe change them from trade route to fishing and the opposite also?

+1
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Re: Fishing

Postby Jim Hawkins » Sun Jul 19, 2015 9:07 pm

If you did that everyone would fish and there would be no need for trade routes and trading.
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Re: Fishing

Postby Most Lee Harmless » Sun Jul 19, 2015 11:22 pm

Trade wont die out : we still need to import stuff to build ships, whatever our level of play : and for hide-out owners, again, we need to import even more stuff : run a GS and we need to import even more stuff again, and also to ship bars back out to pay for that : I do doubt we will see trading of the type previously seen, the mega-fleet model, because that as had its day and only really worked then due to the low-fame bar defence.

But, with the new resource buildings and with player-based production more directly affecting port stocks and prices, a new model of trading, and a more diverse range of routes, will emerge: profits are to be found there and clever players will seek them out. Which is the essence of being a merchant, in the end.
-1 : Move to archive.
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Re: Fishing

Postby Barnabas Sackett » Mon Jul 20, 2015 4:22 am

Danik wrote:Trade wont die out : we still need to import stuff to build ships, whatever our level of play : and for hide-out owners, again, we need to import even more stuff : run a GS and we need to import even more stuff again, and also to ship bars back out to pay for that : I do doubt we will see trading of the type previously seen, the mega-fleet model, because that as had its day and only really worked then due to the low-fame bar defence.

But, with the new resource buildings and with player-based production more directly affecting port stocks and prices, a new model of trading, and a more diverse range of routes, will emerge: profits are to be found there and clever players will seek them out. Which is the essence of being a merchant, in the end.

I agree.
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Re: Fishing

Postby Jim Hawkins » Mon Jul 20, 2015 9:56 am

I am not saying trading will die out I am saying that atm without party cards fishing is the most profitable.

If mass fishing ground ( ports ) changes were implemented you would not need to trade to make a profit. Some adjustment to prices my be need to search for a profit. Re Gold Smith and fleet building I run both on just 2 fleets

I do agree that as the game develops and we make our own timber, rum, cotton, tobacco and Iron things will change. I would rather the DEVS work on the new features suggested rather than make fishing easier.

Just my opinion
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Re: Fishing

Postby Sir Colchian Niveus » Sun Jul 26, 2015 10:27 pm

CJ can i have a response of you on the request of making it more flexible by making it like trade route with check all terminate or check all edit?
I'm here to listen, everybodys beliefs. What i'm expressing, is only my opinion. The name "Dragon" comes from the Greek "drakeîn" meaning "to see clearly".

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