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Islands

PostPosted: Tue Apr 14, 2015 10:19 pm
by Francois le Clerc
There are 4 unoccupied islands on the map.

Could those islands be allowed for us to visit.
It would be pretty good however....players who have played for 3+ months are allowed.
Those islands would be like inns for pirates.
Eg:
Code: Select all
They take a bath-Increase defense and attack

Code: Select all
They take a sleep-Increase influence by 10%

Code: Select all
Can only be used once every 6 hours


If your ship has 2+danger it will not be applicable to go to the islands.
Islands will not be named.

Image

Re: Islands

PostPosted: Tue Apr 14, 2015 11:57 pm
by Captain meow
Dracula wrote:There are 4 unoccupied islands on the map.

Could those islands be allowed for us to visit.
It would be pretty good however....players who have played for 3+ months are allowed.
Those islands would be like inns for pirates.
Eg:
Code: Select all
They take a bath-Increase defense and attack

Code: Select all
They take a sleep-Increase influence by 10%

Code: Select all
Can only be used once every 6 hours


If your ship has 2+danger it will not be applicable to go to the islands.
Islands will not be named.

Image

actually I those islands are not much one has an alien ufo base on them

Re: Islands

PostPosted: Wed Apr 15, 2015 12:03 am
by Most Lee Harmless
I do like the basis for your idea : can see a few problems with the 'sleep' adding 10% to influence every 6 hours though.. some might have a fleet travelling there permanently!

but how about something like this : no limitations, any one can chart a course for the 'Lost Islands' : perhaps by applying an 'uncommon' voodoo card named as such ; Your fleet is then gone for 6 hours on its voyage, you know not where. Upon its return to port you get told its fate : the islands natives may have traded at excellent terms for its cargo, bringing home a great profit in gold coin ; they may have shrugged and sent you on your way with nothing : perhaps your visit pleased the Great Shaman there, who gave gifts of voodoo cards : perhaps you displeased him with your paltry offerings and your vessels were struck by great damage and loss of crew : perhaps your fleet discovered a lost wreck or stranded vessel upon the islands shores and brought it home : and the greatest prize of all : your crew discovered a long hidden temple filled with gold icons and idols... they bring home a full hold of gold bars! Or some prayer mats and a handful of copper statues worth...meh... 200gc.

Re: Islands

PostPosted: Wed Apr 15, 2015 7:24 pm
by Loki
Danik Renoir wrote:I do like the basis for your idea : can see a few problems with the 'sleep' adding 10% to influence every 6 hours though.. some might have a fleet travelling there permanently!

but how about something like this : no limitations, any one can chart a course for the 'Lost Islands' : perhaps by applying an 'uncommon' voodoo card named as such ; Your fleet is then gone for 6 hours on its voyage, you know not where. Upon its return to port you get told its fate : the islands natives may have traded at excellent terms for its cargo, bringing home a great profit in gold coin ; they may have shrugged and sent you on your way with nothing : perhaps your visit pleased the Great Shaman there, who gave gifts of voodoo cards : perhaps you displeased him with your paltry offerings and your vessels were struck by great damage and loss of crew : perhaps your fleet discovered a lost wreck or stranded vessel upon the islands shores and brought it home : and the greatest prize of all : your crew discovered a long hidden temple filled with gold icons and idols... they bring home a full hold of gold bars! Or some prayer mats and a handful of copper statues worth...meh... 200gc.


+1 I like the sound of this element of risk/reward suggested

Re: Islands

PostPosted: Thu Apr 16, 2015 10:05 am
by Diplomatist
Danik Renoir wrote:I do like the basis for your idea : can see a few problems with the 'sleep' adding 10% to influence every 6 hours though.. some might have a fleet travelling there permanently!

but how about something like this : no limitations, any one can chart a course for the 'Lost Islands' : perhaps by applying an 'uncommon' voodoo card named as such ; Your fleet is then gone for 6 hours on its voyage, you know not where. Upon its return to port you get told its fate : the islands natives may have traded at excellent terms for its cargo, bringing home a great profit in gold coin ; they may have shrugged and sent you on your way with nothing : perhaps your visit pleased the Great Shaman there, who gave gifts of voodoo cards : perhaps you displeased him with your paltry offerings and your vessels were struck by great damage and loss of crew : perhaps your fleet discovered a lost wreck or stranded vessel upon the islands shores and brought it home : and the greatest prize of all : your crew discovered a long hidden temple filled with gold icons and idols... they bring home a full hold of gold bars! Or some prayer mats and a handful of copper statues worth...meh... 200gc.


Sounds good! +1

Re: Islands

PostPosted: Thu Apr 16, 2015 11:01 am
by Francois le Clerc
Danik Renoir wrote:I do like the basis for your idea : can see a few problems with the 'sleep' adding 10% to influence every 6 hours though.. some might have a fleet travelling there permanently!


EDITED
you can only visit island every 12hrs.
you can do other stuff relating to the golden age

Re: Islands

PostPosted: Thu Apr 16, 2015 11:32 am
by Most Lee Harmless
That still allows for a 20% influence gain per 24hrs : That's a steep rise : 10 visits ( 5 days) and you have more than doubled your influence : Makes all the current voodoo cards that affect influence look somewhat under-powered in comparison.

The only way to make the notion practical is if 'sleep' meant something more than just having a fleet (which could be 1 howker, after all) there for 6 hrs : If there was some other cost of 'sleep' that kicked in, such as ALL your fleets get paused for the 6 hours, no attacks could be done, no voodoo could be cast, no ships built or repaired or upgraded : i.e you are asleep, thus cannot 'do' anything for the full 6hr period ; However, you could still be attacked, or cast on : Then, the benefits of the 'sleep' have a risk comparable to the gain.

Re: Islands

PostPosted: Thu Apr 16, 2015 11:41 am
by Francois le Clerc
Danik Renoir wrote:That still allows for a 20% influence gain per 24hrs : That's a steep rise : 10 visits ( 5 days) and you have more than doubled your influence : Makes all the current voodoo cards that affect influence look somewhat under-powered in comparison.

The only way to make the notion practical is if 'sleep' meant something more than just having a fleet (which could be 1 howker, after all) there for 6 hrs : If there was some other cost of 'sleep' that kicked in, such as ALL your fleets get paused for the 6 hours, no attacks could be done, no voodoo could be cast, no ships built or repaired or upgraded : i.e you are asleep, thus cannot 'do' anything for the full 6hr period ; However, you could still be attacked, or cast on : Then, the benefits of the 'sleep' have a risk comparable to the gain.


ok mate...2% influence raised.
There are 4 islands if this idea is implemented cuba will be the owner(you ill not see a flags or the names on the general map.)Until another country buys it.

When asleep since some players already have their max ships....they cannot buy officers,upgrade,build ships and/or cast voodoo on others and no company card on themselves

Re: Islands

PostPosted: Thu Apr 16, 2015 3:17 pm
by Loki
Dracula wrote:ok mate...2% influence raised.
There are 4 islands if this idea is implemented cuba will be the owner(you ill not see a flags or the names on the general map.)Until another country buys it.

When asleep since some players already have their max ships....they cannot buy officers,upgrade,build ships and/or cast voodoo on others and no company card on themselves


The original concept was a pirate haven, to me that does not suggest any nation owns it and therefore it should not be bought sold etc by any nation.

I like the idea of influence increase 1% per 6 hours but still think Daniks concept of real risk or reward should be worked into it. So it becomes a complete unknown entity when you head for the islands.

Re: Islands

PostPosted: Thu Apr 16, 2015 4:15 pm
by Warrior
My idea on this topic is this : those islands should belong to the pirates and it should give some sort of bonus to certain pirates ( maybe the top 30 or 40 pirates who plunder the most get these bonuses ). And players other than pirates should have the ability to visit these islands and have a 90% or more of losing a certain % of their total gold ( if u know what i mean by total gold ) and a 10% or less of getting off with a rare artifact that can be sold for really high gold. That chance need more considering though, so you are free to suggest your own ideas... The whole point is that these should do some extra good to pirates as they control the ports as well as to those who have the ability and courage to face and get off from pirates.