Hull sinker - Cannonball

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Re: Hull sinker - Cannonball

Postby Sebena » Wed Oct 28, 2015 3:48 pm

Hmmmm.... why wouldn't we use new ship which can be made only in shipwright in hideout when they release it. Which would use smiliar concepte to this it would encourage people to build hideouts and it would give bigger importance on having hideout.
“The reasonable man adapts himself to the world: the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man.”
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Re: Hull sinker - Cannonball

Postby Stan Rogers » Wed Oct 28, 2015 5:01 pm

Related side note-
Improved weaponry may be a profession explored by the Academy when it becomes available.
I would think stuff like red hot cannonballs, grapeshot and Cannonballs that explode on impact.
A collaboration between an armourer and shipwright may produce some interesting ship/ weapon types.
The Last of Barrett's Privateers
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Re: Hull sinker - Cannonball

Postby Sebena » Wed Oct 28, 2015 5:23 pm

I agree stan it would be interessting to see collaboration between those two and feature like trade between ppl who wants to provide weapons and ppl who wants to build ships like me I know I would be happy to buy weapons so that I can put my mind on ship and not to worry about weapons if I can buy it. And it would be interessting and game wouldn't be based on three kinds of ppl privateers,merchants and pirates :)
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Re: Hull sinker - Cannonball

Postby Psychodad » Wed Oct 28, 2015 7:03 pm

...and a voodoo master. Players would have to hire or negotiate voodoo above mid level. voodoo masters would have no country or guild.

Limits the overuse of voodoo in combat.
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Re: Hull sinker - Cannonball

Postby Captain Jack » Wed Oct 28, 2015 7:46 pm

I do not know in which way to reply in a short and meaningful way to this idea. So excuse me if I will not list all my arguments here. Rest assured that I can list at least 3 pages of arguments here on why this is a really bad idea that will simply not happen. I plead the author not to take this in a personal way, I really want him to keep posting ideas for the reason below:

This idea has a good part, the one of loading more things into ships, other than tradeable resources. Things manufactured by players. This is the best part and I am keeping it.

The rest are all questionable. I will only write three arguments to keep it simple:
-Every offense needs to have a counter. This has no counter and this should be enough for rejecting it. Additionally, it does not seem probable to find a reasonable way to counter this idea.
-You cannot give such decisive bonuses that cost no turns. Turn spending is an important factor for battles. Being able to prepare something that is going to be used in battle, needs careful planning. Imagine someone to have a pool of 1000 turns that can only be used during battles or used in battle voodoo; these sounds like too powerful. This idea comes to sound that powerful.
-We do not want to make it easier for the small ships to beat the big ships. There are already more than enough ways to beat a bigger fleet. The balance here is already pretty tight. I can write at least 6 more paragraphs in explaining this thing but I will skip it.
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Re: Hull sinker - Cannonball

Postby Warrior » Thu Oct 29, 2015 1:41 am

I understand... Maybe i'll think of something else..
Want to trade ships or voodoo cards or whatever, just contact me in-game.
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Re: Hull sinker - Cannonball

Postby DezNutz » Tue Dec 04, 2018 3:24 am

-1 Disapprove CJ's Comments are fitting.
I'm only here for Game Development and Forum Moderation.

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Re: [Review] Hull sinker - Cannonball

Postby PFH » Tue Dec 04, 2018 12:45 pm

-1 disapprove
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Re: [Review] Hull sinker - Cannonball

Postby Banger » Sat Dec 08, 2018 8:12 pm

-1 disapprove
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