[Implemented] New Feature: Fishing

Implemented suggestions or suggestions that refer to implemented suggestions can be found here.

Re: [Implemented] New Feature: Fishing

Postby Loki » Sun Aug 30, 2015 8:12 am

Traders have found a way to stay safe for now and make a decent profit to reinvest into other elements of the game.

However I do agree that the current situation needs refining heavily, Grapefruit suggested a good fix for the situation as it stands now, that is to allow fishing to only occur in food producing ports, if you wish to trade for higher profits then the food must be transported to obtain that. The limiting factor of a players warehouse size in food ports would determine the amount of fishing vessels you could use and once the warehouse is full the fleets that return with full cargo stop fishing and remain in dock with the fishing route cancelled automatically, which would discourage players from over fishing.

The possible future model should have the same supply and demand system as gold does with its own price structure, at this point fishing could be restricted to the new dedicated fishing vessel only, thus encouraging players to invest in the new technology to improve the rate of fish per hour. I dont see restricting who can fish and with how many ships to be required with this model as supply and demand would dictate the profits that can be made thus creating a natural balance.
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Re: [Implemented] New Feature: Fishing

Postby Jim Hawkins » Sun Aug 30, 2015 8:47 am

If you limit fishing to food ports then pirates will know where all fishing fleets are and make them more at risk from voodoo.

If one fleet fishes and on fleet transports to a more profitable port it is more profitable to have two fleets fishing at the lower price.

I think the price of food should be lowered across the whole of Avonmora so that the max you can earn from fishing is the same as the max you can earn from trading IE about 7/8 per crate. Trading would gain by using trading cards ( advanced players ) beginners would gain by being skirmish free.

Don,t forget to look for cheap gold bars and sell in other ports eg atm pania sells at 2292 and regis buys at 2417 thats a profit of 25 per crate. The price is volatile but you have to work for your money.

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Re: [Implemented] New Feature: Fishing

Postby Psychodad » Sun Aug 30, 2015 10:16 am

EdwardCollier wrote:If you limit fishing to food ports then pirates will know where all fishing fleets are and make them more at risk from voodoo.
...

Jim hawkins


fish swim in the sea...the sea is everywhere, so then are fish.

The often mentioned academy, would this be an add on to the hideout area? Or would it be a time/resource commitment similar to NPC missions? Would there be academies for each industry? Academies that would improve other areas, merchant, pirate etc?

Dedicated fishing ships - I imagine this would be the hobbling factor that would placate those who are looking to hobble the fishing industry. For many, it would mean selling existing fleets and refitting with the new ships, no small matter for some, turns alone would mean a long term vacation from revenue.

I assume the primary reason for the push to modify fishing is that with the pullback in trading, there are fewer targets for the morally corrupt, I mean pirates...regardless, the revenue generated by fishing is a dead end if there is nothing to spend it on...eventually those fishing monies will find its way into other parts of the economy, trading vessels, pirate fleets and, if they ever manifest, other industry buildings or whatever.
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Re: [Implemented] New Feature: Fishing

Postby Captain Jack » Sun Aug 30, 2015 11:34 am

Another way to solve the issue could be:

1)
Add a new officer: Fisherman
Every fishing fleet will require a Fisherman
Cost will be similar to Admirals or Merchants

2)
Reduce current output (formula change).
New formula could be about Crew/5 + Cargo/5 - Cannons per hour
That's about 32k clean profit a day from a 5 Trade Galleons on a simple fishing route, no voodoo, on the best buying food port.
It eliminates the cheap ships fishing vessels issue.

3)
We implement the fishing ship with the following specifications:
Dogger
15 crew members, 100 cargo, no cannons, 12.500 base cost, material cost a little higher than fluyt, low HP, +20 Fishing Production bonus, ship speed similar to howker.

4)
Then, the Fishing Technology (researched in the academy) will define how many fishing boats (the special ship) you will be able to construct. For example, a level 20 Fishing Technology should allow, lets say 100 ships (5 ships per level).

Looting fishing boats will not be included in the restriction. So anyone, will be able to have as large fishing fleet as he wishes, if he can loot it. Even without a Hideout.

Futurely, we can even mark the looted Doggers with a special flag, so that they can be sold in the (future feature) Players Ship Market (only looted ones).

Proposed configuration solves many issues we spotted which would take too long to explain in detail. So, I will mention them in titles:
-Balances fleet worth/profit made
-Balances involved risk with the rest of the game
-We can implement it with no special tweaks/rules.
-We don't need to rush the academy just to solve the problem.
-We create a good benefit that can only come through warfare (really large fishing fleet).


This will remain in oipen discussion for about 3 to 7 days. We want to implement the new change as soon as possible.
Any feedback ON the proposal, please let us know so we can make any alterations in order to find the best solution.
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Re: [Implemented] New Feature: Fishing

Postby Psychodad » Sun Aug 30, 2015 11:55 am

Questions/Comments about proposals:

1) I assume each additional fish officer would be incrementally more expensive. If so, that alone would be, as it is for other ships and captains the limiting factor for number of fleets.

2) You mention trade galleons in this example, would hawkers no longer be fish capable? Please expand on "Looting fishing boats will not be included n the restriction..."

3) If this is the option implemented, then the conditions under item 2 would be irrelevant since only Dogs could fish?

4)Can you provide some idea of the cost progression of the academy? Will it be comparable to the goldsmith?

Will fishing fleets be subject to plunder/skirmish under this proposal?
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Re: [Implemented] New Feature: Fishing

Postby Roberts » Sun Aug 30, 2015 11:58 am

I vote 1,2 and 4 to be implemented...
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 Captain Jack » Sun Aug 30, 2015 12:17 pm

1)Fisherman officer will work like the rest of the officers, each one will be more expensive. We are not dead certain for this option however and if it is introduced, Bribe will not affect Fishermen (or we might allow players to choose the kind of Officer they want, it's a rare card after all).

2)I mentioned Trade Galleons because with the new formula, this is the ship with the best production rate.

3)All ships will be able to fish. Doggers will simply have a better outcome. Still, fishing will be viable for the rest of the players although nowhere near to what it is now. A 32k profit with Trade Galleons is non-comparable to a 52k profit to howkers after all. Although it is clear that the 52k profit with howkers is unrealistic. Consider it like a happy period for Fishing that will not be attained again.

4)We can all agree here for the costs. Nowhere near comparable to Goldsmith. Academy should cost about what Marina costs and each technlogy should cost relevant amount on what it offers. I have no idea right now on what fishing technology should cost.
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Re: [Implemented] New Feature: Fishing

Postby Captain Jack » Sun Aug 30, 2015 12:20 pm

Btw, futurely, more can be added in regards to the special fishing ship. With ship specialization for example, we can improve them further. I am also very fond of the special flag idea and the whole looting concept. It can become a rare commodity that will thrive in player trades. It should not be excempted from Commandeers either, thus leaving one more growing aspect open.
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Re: [Implemented] New Feature: Fishing

Postby Lana » Sun Aug 30, 2015 12:30 pm

I vote 1 and 2

For 3 and 4, I am not competent ...
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Re: [Implemented] New Feature: Fishing

Postby Psychodad » Sun Aug 30, 2015 12:52 pm

Captain Jack wrote:1)4)We can all agree here for the costs. Nowhere near comparable to Goldsmith. Academy should cost about what Marina costs and each technlogy should cost relevant amount on what it offers. I have no idea right now on what fishing technology should cost.


Still not answering the question, currently, fishing fleets aren't being skirmished. I assume that voodoo (currently and in the future) would impact fishing fleets just like any others *thinking of FUGS, etc... and they could be attacked like any other as they would show up on the plunder board. With the new thing, would fishing fleets show up on the skirmish board?

I think the proposed limitations on fleet size and/or progression to larger fleets is too restrictive. Let's look at restricting piracy by limiting ship size that can be captained by pirates. You could do this by applying your academy function to piracy. In the real, pirates sailed ships that could move quickly and escape in shoal waters etc...you didn't have pirates in MOWs or SOTLs. Limiting pirates in this way would encourage trading (apparently the focus here) in that a trader could outfit his fleets to actually have a chance against marauding pirates.

When implementation happens, will it scale or grandfather in? or will fishermen wake up on that sad day and find the ships that were fishing before just bobbing around with nothing to do?
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