The Avonmora Study Guide

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Re: The Avonmora Study Guide

Postby PFH » Sat Jul 15, 2017 4:08 am

Charles Vane wrote:Leads me back to.... what happens when many players have all maxed? back to on par. Needs a system that does not allow one player to take advantage of every research/tech/ability at one time.


This is why I made the nation mission-related branch Idea...you leave one and you lose the other one, except for the perma ability
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Re: The Avonmora Study Guide

Postby Shadowood » Sat Jul 15, 2017 4:30 am

Charles Vane wrote:Leads me back to.... what happens when many players have all maxed? back to on par. Needs a system that does not allow one player to take advantage of every research/tech/ability at one time.


Structure it with 2 or 3 main branches with sub branches off those

You pick your main line and have to stick with it and customize from there.

That would allow many to be unique.
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Re: The Avonmora Study Guide

Postby Sir Thalius Hayle » Sat Jul 15, 2017 4:41 am

I understand plantations and population adjustments are top of the devs list right now.

Hope this game dynamic is on the short list of what comes next.

Would certainly spice things up a bit.

I would also imagine a tech line and attributes available only to pirates, given their ruthless nature and no need for adhering to laws.
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Re: The Avonmora Study Guide

Postby Vane » Sat Jul 15, 2017 4:43 am

Shadowood wrote:
Charles Vane wrote:Leads me back to.... what happens when many players have all maxed? back to on par. Needs a system that does not allow one player to take advantage of every research/tech/ability at one time.


Structure it with 2 or 3 main branches with sub branches off those

You pick your main line and have to stick with it and customize from there.

That would allow many to be unique.


Aye, that's what I would go with. I think being able to re pick a line later is important to as many will want to try them or may make a mistake. Time limit on switching your main tree would be needed.
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Re: The Avonmora Study Guide

Postby Vane » Sat Jul 15, 2017 4:43 am

Sir Thalius Hayle wrote:I understand plantations and population adjustments are top of the devs list right now.

Hope this game dynamic is on the short list of what comes next.

Would certainly spice things up a bit.

I would also imagine a tech line and attributes available only to pirates, given their ruthless nature and no need for adhering to laws.



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Re: The Avonmora Study Guide

Postby PFH » Sat Jul 15, 2017 4:44 am

like after a switch...maybe a 72 hours cooldown? maybe more?
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Re: The Avonmora Study Guide

Postby Vane » Sat Jul 15, 2017 4:46 am

I was thinking like 15 days
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Re: The Avonmora Study Guide

Postby PFH » Sat Jul 15, 2017 5:03 am

Seems more reasonable :pirateflag
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Re: The Avonmora Study Guide

Postby Most Lee Harmless » Sat Jul 15, 2017 7:21 am

I think the problem of customising warships can be solved quite simply : The problem is, as Vane says, we all max them and reach par : in effect, we might as well be fighting with 60 att sloops as with 60 att MoWs : so, limit the number of attributes that can be allocated : for example : max it at 50 out of 60 : now things get interesting again : the stacking and fleet placement becomes key to success : techs take on a different tone when it means sacrificing one set of attributes to gain the maximum benefit for another. Maxing gunpowder and scantlings is less of a no-brainer if it means losing speed and/or agility instead.
The problem of players gaining all the techs is resolved when they can research them all, but cant use them all, they must decide which, when and where.
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Re: The Avonmora Study Guide

Postby Vane » Sat Jul 15, 2017 9:47 am

Danik wrote:I think the problem of customising warships can be solved quite simply : The problem is, as Vane says, we all max them and reach par : in effect, we might as well be fighting with 60 att sloops as with 60 att MoWs : so, limit the number of attributes that can be allocated : for example : max it at 50 out of 60 : now things get interesting again : the stacking and fleet placement becomes key to success : techs take on a different tone when it means sacrificing one set of attributes to gain the maximum benefit for another. Maxing gunpowder and scantlings is less of a no-brainer if it means losing speed and/or agility instead.
The problem of players gaining all the techs is resolved when they can research them all, but cant use them all, they must decide which, when and where.


A simple yet effective solution. As 60's are already sailing perhaps we simply increase the max points allowed per attribute to 15 and increase total point we can allocate to 70. This leaves 20 spots unfilled at all times.
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