[Implemented] New Feature: Fishing

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

Re: New Fleet action: Fishing

Postby Mohammed » Tue Jul 07, 2015 6:52 pm

Danik wrote:. Otherwise, the catch can never be used to run potato parties or feed your workers in the hideout.


to avoid that maybe just have the fish as a new cargo type it can be found in all ports but not sold any where unless players sell it there like gold bars
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Re: New Fleet action: Fishing

Postby Captain Jack » Tue Jul 07, 2015 7:24 pm

The options are
1)unload to warehouse

OR

1)unload to warehouse
2)Sell to port

Not sure whether or not we should allow the fishing boats to also conduct trade actions.
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Re: New Fleet action: Fishing

Postby Captain meow » Wed Jul 08, 2015 1:32 am

this saturday?
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Re: New Fleet action: Fishing

Postby Loki » Wed Jul 08, 2015 6:24 am

Captain Jack wrote:The options are
1)unload to warehouse

OR

1)unload to warehouse
2)Sell to port

Not sure whether or not we should allow the fishing boats to also conduct trade actions.


I would like to see fish being sold in port or stored in warehouse, otherwise it would not be able to support hideout buildings.The ability to use a party card is also more likely to get players to go fishing for a better profit
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Re: New Fleet action: Fishing

Postby Pimpernel » Wed Jul 08, 2015 12:38 pm

I would just like them to store it in warehouse since no merchant is required for the fishing fleet. Then the player can choose what to do with the inventory.

If a merchant is required for fishing then, and only then, should the fishing fleet be allowed to conduct trade operations.
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Re: New Fleet action: Fishing

Postby Most Lee Harmless » Wed Jul 08, 2015 3:52 pm

I think it will be easier all round and and less confusing if the catch is stored into your w/h in the port and the player decides when/if to sell, move or keep it.

This might disadvantage newer players who have still to build up their w/h operations, so I think, as with normal trade, if the w/h is filled, the excess is then auto-sold into the market.

Or, one could penalise sloppy planning and declare the excess catch destroyed as there is no means to store it.
-1 : Move to archive.
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Re: New Fleet action: Fishing

Postby Captain Jack » Thu Jul 09, 2015 9:07 am

For gameplay fun, we will not put such restrictions eventually.
This summarizes all details, therefore we will implement it today as the feature is ready.
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Re: [Implemented] New Feature: Fishing

Postby Captain Jack » Thu Jul 09, 2015 11:44 am

It is now active. It has been BETA tested with a lot of scenarios. Still, be wary of any issues and please report here if you encounter any.

The only problem that is not auto solved is when your warehouse is full at a Foods port. At this case, ships will continue to go back and forth the shiping area and the port, getting you a lot of danger.

One possible solution, is to cancel the route in this case. What do you think? Or should we let this as a way to get danger? It would make sense that fishermen will stop fishing if they have nothing to do with fish (cannot sell, cannot store). Still unsure, we will dwell a bit on this, feel free to comment.
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Re: [Implemented] New Feature: Fishing

Postby Pimpernel » Thu Jul 09, 2015 12:52 pm

When will the new Ship Type "Dogger" be ready to build?
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Re: [Implemented] New Feature: Fishing

Postby Captain Jack » Thu Jul 09, 2015 1:23 pm

I can't specify exactly. It can take anywhere from 1 day to 3 months.

The first issue we want to resolve, is the ship art.
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