[Implemented] New Feature: Fishing

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Re: [Implemented] New Feature: Fishing

Postby Most Lee Harmless » Fri Jul 10, 2015 11:37 am

Captain Jack wrote:
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.


Aye, the Dogger is best (with the exception of Large Frigate where the formula gets banjaxed by its high crew numbers relative to cannon) for fishing without any bonus, it's true : but it's a one-off ship type, of little use for anything else being unarmed and low-crew and thus very slow. So, I do think there should be some bonus for building and using it rather than a howker/LMM-type trade ship which can pop in and out of that role and has a valuable function outside fishing as well.

Perhaps the bonus could be tied to its upgrade level : At level 1 it is as described : adding a level then increases its production rate by 1 crate per hour ; so, at level 10 it reaches 52 crates per hour (might need a tweak as the maximum technology bonus of +50% would push it under the 1hr fill-rate). This would reward investment in the vessel but also add risk as its becomes a much more desirable capture target
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Re: [Implemented] New Feature: Fishing

Postby Roberts » Fri Jul 10, 2015 11:45 am

Danik wrote:Perhaps the bonus could be tied to its upgrade level : At level 1 it is as described : adding a level then increases its production rate by 1 crate per hour ; so, at level 10 it reaches 52 crates per hour (might need a tweak as the maximum technology bonus of +50% would push it under the 1hr fill-rate). This would reward investment in the vessel but also add risk as its becomes a much more desirable capture target


+1 - It will be good seeing a brand new ship in the game , I would also like to plunder a dogger...
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Re: [Implemented] New Feature: Fishing

Postby Most Lee Harmless » Fri Jul 10, 2015 11:52 am

Sir Roberts wrote:
Danik wrote:Perhaps the bonus could be tied to its upgrade level : At level 1 it is as described : adding a level then increases its production rate by 1 crate per hour ; so, at level 10 it reaches 52 crates per hour (might need a tweak as the maximum technology bonus of +50% would push it under the 1hr fill-rate). This would reward investment in the vessel but also add risk as its becomes a much more desirable capture target


+1 - It will be good seeing a brand new ship in the game , I would also like to plunder a dogger...


hang around certain isolated car-parks, rumor says that's where doggers are to be found....
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Re: [Implemented] New Feature: Fishing

Postby Captain Jack » Fri Jul 10, 2015 11:53 am

The Large Frigate fact is disturbing. We need to do something about it I assume.
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Re: [Implemented] New Feature: Fishing

Postby Most Lee Harmless » Fri Jul 10, 2015 12:02 pm

Captain Jack wrote:The Large Frigate fact is disturbing. We need to do something about it I assume.


Not really, cant see many putting such an expensive ship with such high upkeep to such work : plus, unless its pure LFG fleet, there are few other low value ships that can 'tail' such a fleet without ruining the high production speed overall : so the plunder cost if lit is pretty off-putting : when the build cost of a single LFG10 can build you 8x level5 howker fleets instead, its not a road I see many following...

That apart, I did raise the Large Frigate as a case for modification in another thread a while ago : it doesn't quite sit right between Frigate and SotL, having big ship costs but not a proportionate big ship performance relative to the SotL, given its matching high crew numbers : either it should have fewer to serve its fewer guns, or the SotL should have more, being as it has 50% more guns to serve and the point of the Ship of the Line designation was that it could fire all its guns from both sides at once thus marking it as powerful enough to stand in the Line of Battle. Indeed, Nelsons battle tactics relied on that fact for their success. Also, SotL's of the Royal Navy (a good guide as they formalised much good practice) would carry a crew of between 350 and 580, depending on their rating. Sorry, a bit off-topic, but if the LFG needs tweaking for its fishing rate, it's not its only flaw, IMO.
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Re: [Implemented] New Feature: Fishing

Postby Roberts » Fri Jul 10, 2015 12:23 pm

May i ask , who would actually be able to fish on Large Frigs/Sotls? There height is massive... They would need a big rod and loads of line to cast ( IF they are using rods , they could be using nets ) But nether the less , it is better that only merchant ships/Dogger can fish In my opinion that is...
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Re: [Implemented] New Feature: Fishing

Postby Captain Jack » Fri Jul 10, 2015 1:43 pm

Sir Roberts wrote:May i ask , who would actually be able to fish on Large Frigs/Sotls? There height is massive... They would need a big rod and loads of line to cast ( IF they are using rods , they could be using nets ) But nether the less , it is better that only merchant ships/Dogger can fish In my opinion that is...


Creativity and imagination can give infinite answers on this. I would go with whale fishing scenario, with their guns ofc.


The Large Frigate metrics can be corrected by adding 4 cannons perhaps and reducing crew members by 25. It should outperform the Flag Galleon to justify its higher cost thanks to the better hull and sail points (which together construct the overall HP). L.Frigate also is much faster than the Flag Galleon and this also plays a role for the pricing.

Regarding pricing, SoL is obviously overpriced. The reason for this, is that power comes with an extra cost.
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Re: [Implemented] New Feature: Fishing

Postby Most Lee Harmless » Fri Jul 10, 2015 1:54 pm

Captain Jack wrote:
The Large Frigate metrics can be corrected by adding 4 cannons perhaps and reducing crew members by 25. It should outperform the Flag Galleon to justify its higher cost thanks to the better hull and sail points (which together construct the overall HP). L.Frigate also is much faster than the Flag Galleon and this also plays a role for the pricing.

Regarding pricing, SoL is obviously overpriced. The reason for this, is that power comes with an extra cost.


Aye, that would fit better : would any changes be retrospective and existing LFG's be tweaked as well ?
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Re: [Implemented] New Feature: Fishing

Postby Captain Jack » Fri Jul 10, 2015 2:13 pm

Changelog wrote:1.5.56: Large Frigate balancing tweak: Max crew reduced to 225 and max guns increased to 44.

All current L.Frigates with 250 crew have been re-adjusted to 225.
All current L.Frigates with 40 guns have been re-ajusted to 44 guns.


A total of 90 L.Frigates met these demands out of a total of 113 existing L.Frigates.
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Re: [Implemented] New Feature: Fishing

Postby Most Lee Harmless » Fri Jul 10, 2015 2:29 pm

Thankee, mine are happily adjusted :

90 out of 113 existing L frigates... which means that there are 23 large frigates out there without full guns or crew....

* starts hunting
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