[Implemented] New Feature: Fishing

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[Implemented] New Feature: Fishing

Postby Captain Jack » Tue Jun 23, 2015 7:54 pm

Feature Briefing
Fishing is a new feature that allows your ships to fish. To activate this, use the Fleet Action: Setup Fishing Route

Feature Details

Fleets can fish at the vicinity of any port.

A fishing action consists of these parts:
1)Fleet movement to destination port (ONLY if different than the current fleet port).
2)Fishing Trip (It can last a maximum of 18 hours)
3)Fleet movement back to destination port. (This move, will NOT create a gossip entry).

If this is a Fishing Route still active, then the fleet will resume automatically, repeating the steps above.

Danger penalties are given normally, general rules apply. This means, that danger will be issued at step 1 (if it exists) and step 3.

Fishing Trip Details
Each ship in the fleet, gains food crates based on the formula below:
Fishing Production Rate ( per hour ) = 40 + (Crew Members / 5) - Cannon Slots

Once all fleet's ships cargo is filled, the fleet will take its way home where it will either sell the cargo to the port market or store it to the player's warehouse.


-New ship type for fishing
Dogger
15 crew members, 75 cargo, no cannons, 12.500 base cost, material cost a little higher than fluyt, low HP, +10 or +20 Fishing PRoduction bonus, ship speed similar to howker (but with less crew,it means it will be the slowest ship in the game)
A lvl 1 Dogger will generate 43 crates per hour. (+10/20% bonus + 50% from a level 20 Fishing Technology, will make the Trawler generate 47.3 to 77.4 crates an hour)
In comparison, a LMM produces 40 crates per hour with this formula.
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Re: New Fleet action: Fishing

Postby Mohammed » Tue Jun 23, 2015 7:59 pm

i quite like the idea even thought it is not that profitable it is a great addition to the game and maybe you can limit the ships that can fish ( one cant possible fish in a man of war can he )
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Re: New Fleet action: Fishing

Postby Roberts » Tue Jun 23, 2015 8:00 pm

Mohammed wrote:i quite like the idea even thought it is not that profitable it is a great addition to the game and maybe you can limit the ships that can fish ( one cant possible fish in a man of war can he )


Well he can , but he would need a big rod...
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My Leader: No. God would have mercy. He won't.
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Re: New Fleet action: Fishing

Postby Mohammed » Tue Jun 23, 2015 8:01 pm

but that would be quite inefficient i think
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Re: New Fleet action: Fishing

Postby Most Lee Harmless » Tue Jun 23, 2015 10:19 pm

I think it should be limited to fishing-boat size ships : sloop, SoW, howkers, cutters : would also make more sense as they will fill quicker and so do more trips : otherwise an LMM fleet, for example, would spend 12hrs fishing to fill itself.

Maybe even a specialized ship, such as the Smack (40 capacity) or the Trawler (60 capacity), could be introduced : low crew, no arms, but good capacity and with a built-in production bonus : i.e +20% : this would operate in a chosen port, so not actually travel anywhere , just fish locally and fill the warehouse : as it is local, and working in shallows and has good local navigation skills, it is pretty immune to skirmishing, so does not appear in port gossip, but can been seen on spy reports and trade masters and can be lit with FoJ's for attacks.
-1 : Move to archive.
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Re: New Fleet action: Fishing

Postby Francois le Clerc » Wed Jun 24, 2015 12:26 am

Captain Jack wrote:-Once a ship cargo is filled, the fleet will take its way home where it will either sell the cargo to the port market or store it to the player's warehouse.



So when a ships is fill why bother with the fleet moving.I mean why when 1 ship fill the others have to follow its path?
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Re: New Fleet action: Fishing

Postby Captain Jack » Wed Jun 24, 2015 12:36 am

The rate 50 crates per hour, is per ship. So a LMM will make about 2 and a half hours to fill.
What I meant, is once all ships cargo in a fleet are filled,they will go back to the port.
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Re: New Fleet action: Fishing

Postby Francois le Clerc » Wed Jun 24, 2015 12:43 am

+1 Thanks for explaining Mr Jack
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Re: New Fleet action: Fishing

Postby Black sparrow » Wed Jun 24, 2015 1:31 am

Perhaps crew members could also affect fishing rate?

Like Production per hour = 50 + ((Crew Members - 10) / 10)
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Re: New Fleet action: Fishing

Postby Slindur » Wed Jun 24, 2015 3:44 am

I like this a lot, as it adds some cool realism. I second both Danik's and Black Sparrow's ideas (all of Danik's except for the ships not showing up in port gossip/immune to skirmishes). I think that having a dedicated fishing ship would be pretty sweet, and I vote for the Trawler as a name.

Great idea Capt Jack!!

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