[Implemented] New Feature: Fishing

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Re: [Implemented] New Feature: Fishing

Postby Psychodad » Thu Jul 09, 2015 11:09 pm

Does the type of ship or number of crew impact the speed of fishing or is it simply the cargo capacity? Also, when you fixed the issue with a mixed fleet, does that affect the speed of cargo fill?

A trading fleet will register profit per day, will a fishing fleet that sells to the market also be tallied?
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Re: [Implemented] New Feature: Fishing

Postby Captain meow » Fri Jul 10, 2015 6:40 am

HOLD IT WHEN DID FISHING BECOME AVALIABLE I SAW NO GAME UPDATE
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Re: [Implemented] New Feature: Fishing

Postby Roberts » Fri Jul 10, 2015 6:41 am

Captain doh wrote:HOLD IT WHEN DID FISHING BECOME AVALIABLE I SAW NO GAME UPDATE



If you were online , at about 11:30 am : A message came through saying all online people currently , You can now fish...

Guessing its time for world domination?
Civilian:Are you insane? One pirate against trained pirates... Who do you think this man is? God?
My Leader: No. God would have mercy. He won't.
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Re: [Implemented] New Feature: Fishing

Postby Synyster » Fri Jul 10, 2015 6:47 am

Ahh.. i hope the issue with selling to the market or whatever has really been fixed.. my crew has been stuffing themselves full of whale, clownfish and what-have-you.. just so the deck does't stink like the valley of the famous wench in Tortuga!
*Synyster*
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Re: [Implemented] New Feature: Fishing

Postby Captain meow » Fri Jul 10, 2015 6:51 am

when does the trawler going to be avaliable
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Re: [Implemented] New Feature: Fishing

Postby Loki » Fri Jul 10, 2015 7:35 am

Captain Jack wrote:We fixed this market issue. It should work fine now.

Regarding pause -> Simply cancel the route. Then re-establish it.

Regarding the issue where fleets returned home not full, can you give fleet composition (ie, a sloop and a cutter) and the number of cargo they had when they returned?

Regarding the Gossip entry, we fixed that too.


I tested with a couple of mixed fleets.

first was frigates and a cutter tail, these returned home with the cutter full but the frigates just over half full,

the next mixed fleet had brigs, brigs of war, LMMs and howker, the brig was full the howker and BOW almost full the LMM half full
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Re: [Implemented] New Feature: Fishing

Postby Captain meow » Fri Jul 10, 2015 7:59 am

Loki wrote:
Captain Jack wrote:We fixed this market issue. It should work fine now.

Regarding pause -> Simply cancel the route. Then re-establish it.

Regarding the issue where fleets returned home not full, can you give fleet composition (ie, a sloop and a cutter) and the number of cargo they had when they returned?

Regarding the Gossip entry, we fixed that too.


I tested with a couple of mixed fleets.

first was frigates and a cutter tail, these returned home with the cutter full but the frigates just over half full,

the next mixed fleet had brigs, brigs of war, LMMs and howker, the brig was full the howker and BOW almost full the LMM half full

wait warships can fish?
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Re: [Implemented] New Feature: Fishing

Postby Loki » Fri Jul 10, 2015 8:34 am

Here is an example of a mixed fleet that returned home partially full

# Ship Type Cargo
1 Brig of War 60/60
2 Brig 50/50
3 Large Merchantman 65/120
4 Large Merchantman 65/120
5 Howker 60/60
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Re: [Implemented] New Feature: Fishing

Postby Captain Jack » Fri Jul 10, 2015 11:02 am

Thank you Loki, we were able to reproduce the problem and fix it. There should be no further issues in regards to this.

Psychodad, the fishing speed is defined by the fishing production formula:
Fishing Production Rate ( per hour ) = 40 + (Crew Members / 5) - Cannon Slots

Which means that ship type plays no role. Crew members play. Cargo matters as in how many crates can be fished before it will return home.

Danik, thank you for the PMs as well. Regarding the Dogger, you are right. I have updated the first post to avoid misunderstandings. We will need to decide the exact bonus for dogger. 20% might be too high. 20% means that without any academy bonus, a fishing fleet (without any voodoo) will be able to generate 43k to 68k profit per day. With 10%, the numbers will change to 39.7k to 62k. Without any bonus, it will be 36k to 56k. Which means that with the new formula, the dogger will perform better than any other ship in fishing just by its building characteristics and without the need of any bonus.
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Re: [Implemented] New Feature: Fishing

Postby Loki » Fri Jul 10, 2015 11:06 am

Thanks CJ, glad I could be of some help :D
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