Max Danger per Fleet Limit for Attacking

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Re: Max Danger per Fleet Limit for Attacking

Postby sXs » Wed May 13, 2020 12:38 am

If the issue is you want more fleets sailing...... this is actually on the bottom of the list of things to do.

#1 get rid of the players resource market. Force plantation owners to bring in their own supplies.... or add the contact shipping suggestion.
#2 same as above for the workers market.
#3 Get rid of plantations..... honestly, if you think about it, plantations basically killed normal trade routes.
#4 Promote piracy not try and destroy it. Give merchants a reason to sail escorted fleets again.

I know none of these are going to be acceptable options...... instead we just deal another hitt to pirates in a PIRATE game.
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Re: Max Danger per Fleet Limit for Attacking

Postby Dmanwuzhere » Wed May 13, 2020 12:45 am

El Draque wrote:I believe the "trade system" was devised as a kind of earning system to make a little cash and fast ships with less cargo space were generally used to avoid attacks by utilizing speed. While im sure traders had hundreds of ships ran by one owner instead of trade companies, my personal opinion is its an exploit to have 1000 large slow ships with no cannons and not expect attacks.

Just a thought




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Re: Max Danger per Fleet Limit for Attacking

Postby Most Lee Harmless » Wed May 13, 2020 1:00 am

How is it a hit to pirates?

Sure, its a hit to those who want to skin and eat the cow to eat steak for one day rather than milk it daily.

But thats one of the reasons we have the messed up fame system we currently have, that started because 'pirates' whined that, under the old system, they could not strip traders bare-arsed naked daily instead of just grabbing their coats every night.

You want a 'pure' pirate game? Get rid of trading altogether. Make so you have to fight for every coin or resource to build a new or better warship.

But thats another game : go develop it, fund the server host and good luck to you.

If a pirate cant make a decent living in this game and have fun doing it, thats because they are a crap pirate, not because traders have it easy.
Last edited by Most Lee Harmless on Wed May 13, 2020 1:06 am, edited 1 time in total.
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Re: Max Danger per Fleet Limit for Attacking

Postby The Lamb » Wed May 13, 2020 1:03 am

Dmanwuzhere wrote:
El Draque wrote:I believe the "trade system" was devised as a kind of earning system to make a little cash and fast ships with less cargo space were generally used to avoid attacks by utilizing speed. While im sure traders had hundreds of ships ran by one owner instead of trade companies, my personal opinion is its an exploit to have 1000 large slow ships with no cannons and not expect attacks.

Just a thought




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:D :D :D Jeeeeeeeerk.... Look all I am saying is there should be some sort of penalty to getting danger so high. I get it, this isn't traders glory, but its also not run one fleet voodoo glory. Trading has very big risks, why shouldn't piracy?

For the record, im with feniks with having to bring in your own people and supplies for plantations.
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Re: Max Danger per Fleet Limit for Attacking

Postby sXs » Wed May 13, 2020 1:04 am

Danik wrote:How is it a hit to pirates?

Sure, its a hit to those who want to skin and eat the cow to eat steak for one day rather than milk it daily.

But thats one of the reasons we have the messed up fame system we currently have, that started because 'pirates' whined that they could notstrip traders bare-arsed naked every night instead of just grabbing their coats every night.

You want a 'pure' pirate game? Get rid of trading altogether. Make so you have to fight for every coin or resource to build a new or better warship.

But thats another game : go develop it, fund the server host and good luck to you.


Capping the danger forces pirates to sail more fleets. Any true pirate sails under 50 ships

Therefore it only affect pirates and privateers. Where is the similar change for traders? why is it always positive changes for trade and negative for anyone who make a coin plundering?
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Re: Max Danger per Fleet Limit for Attacking

Postby sXs » Wed May 13, 2020 1:08 am

We add a players resource market and a players workers market, which allow the biggest players in Avonmora get by with little to no fleets.....

Then we complain about not enough ships sailing ......

Solution...... cap danger and force those who attack and plunder to sail more ships to make their coin.....


How does this make sense in anyway at all.
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Re: Max Danger per Fleet Limit for Attacking

Postby Most Lee Harmless » Wed May 13, 2020 1:14 am

Shall we consider an actual case?

A certain pirate over-loaded their hit fleet with a mighty amount of danger.. 1000's. They let their purse drop, lost the fleet in a few hits and bingo.. all that accumulated danger (and potential plunder losses) went 'poof!'.

Built a new hit fleet and rinse/repeat.

Is that clever play or exploiting the danger rules to minimise losses?
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Re: Max Danger per Fleet Limit for Attacking

Postby Most Lee Harmless » Wed May 13, 2020 1:18 am

Feniks wrote:We add a players resource market and a players workers market, which allow the biggest players in Avonmora get by with little to no fleets.....

Then we complain about not enough ships sailing ......

Solution...... cap danger and force those who attack and plunder to sail more ships to make their coin.....


How does this make sense in anyway at all.


And all the resources and workers still had to be delivered unto those markets.. by ships sailed by players.

Is the problem one of 'certain' players minimising exposure?
Because the same number of ships are needed to move that stuff into the markets, does it matter which players own them?
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Re: Max Danger per Fleet Limit for Attacking

Postby The Lamb » Wed May 13, 2020 1:20 am

Good point!
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Re: Max Danger per Fleet Limit for Attacking

Postby sXs » Wed May 13, 2020 1:21 am

Danik wrote:Shall we consider an actual case?

A certain pirate over-loaded their hit fleet with a mighty amount of danger.. 1000's. They let their purse drop, lost the fleet in a few hits and bingo.. all that accumulated danger (and potential plunder losses) went 'poof!'.



Built a new hit fleet and rinse/repeat.

Is that clever play or exploiting the danger rules to minimise losses?


A certain plantation owner loads up his warehouses from the players resource market market expands his plantations via Fertile lands(thus bypassing paying rent) stocks thos plantations with workers purchased from the workers market and Bingo.... sells all his ships.

Is that clever play or exploiting the plantation system to minimize risk and loss?

OK fine.... then where is the equivalent change for plantation owners and traders. Make it fair across the board instead of one sided.
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