Shipwright- Cannon v cargo option

All disapproved suggestions or suggestions that refer to disapproved suggestion can be found here.

Shipwright- Cannon v cargo option

Postby sXs » Wed Apr 26, 2017 4:09 pm

I am not sure if this has been suggested and will defer to the old sea dogs.

I propose a new shipwright/shipbuilding option of custom ship design.

Right now each ship is set with static load out. LMM 120 cargo 100 crew 20 guns. The only thing you are allowed to manipulate is crew which directly affects speed of travel. I suggest a premium option to adjust cargo and gun load outs. If we assign a "space value to each of the three Like the following;

Cargo- 1 space
Crew 2 spaces
Gun 3 spaces

This make a Large Merchantman 380 spaces. We already have in place a minimum to sail of 5 crew. We could also add minimums for Guns and Cargo. lets say minimum 5 crew 20 cargo and 4 guns. In the above space assignments that would leave 338 spaces available on a LMM to customize.

Example 1:

LMM
Cargo 40...... 40 spaces
Crew 50.......100 spaces
Guns 80........240 spaces total 380 spaces

Because it is a trading ship, it is already slow. With this load out this ship would pack a big punch, but because it is a trader and because of its diminished crew it would be a slow lumbering target and may not get to fire a shot in battle because of speed restrictions.

Example 2:

LMM
Cargo 200..... 200 spaces
Crew 74........ 148 spaces
Guns 4.......... 12 spaces

This LMM sacrifices speed and defense for additional cargo space.

Example 3

LMM
Cargo 21...... 21 spaces
Crew 100..... 200 spaces
Guns 53........159 spaces

This load out sacrifices cargo, but allows for this ships full speed ability and bigger punch.

Everyone says this is a thinking mans game. This feature would allow captains to customize their fleets to suit their needs and play style. It also adds an unknown dynamic. A player would now need to think a bit more about plunder hits. This would bring more dynamics into skirmishes. This would also benefit those who fly the Black. Attackers would not be able to see load out.

I also see this as a way to solve many of the things being discussed. A customized Flagship. Imagine the options a SOTL presents with 740 spaces or a MOW. This could bring more of the Big ships back into the game. It could also bring new life into some of the ships that rarely sail the seas of Avonmora. A war galleon with 396 spaces or a flag galleon with 620 spaces.

I think this would also be an easy setup for developers to implement.

Any thoughts?
User avatar
sXs
 
Posts: 2448
Joined: Sun Jan 01, 2017 6:17 pm

Re: Shipwright- Cannon v cargo option

Postby ChaIbaud » Wed Apr 26, 2017 4:11 pm

This has been suggested before and I can't remember where the discussion ended off.
PM me any complaints (10M gold coin wire fee is mandatory).
User avatar
ChaIbaud
 
Posts: 1749
Joined: Fri Mar 11, 2016 9:24 pm
Location: United States of America

Re: Shipwright- Cannon v cargo option

Postby Meliva » Wed Apr 26, 2017 4:18 pm

chal wrote:This has been suggested before and I can't remember where the discussion ended off.

Yeah I also remember seeing someone bring this up, but I can not recall who or where its at. Also can't remember what most people thought of the suggestion- but I think it was not very positive.

As for my opinion on this option, I am rather indifferent. It could potentially make certain ships able to fulfill new roles, or give an edge in battle. Get rid of the cargo on a flag galleon and add more cannons and it has more fire power then a standard SoTL. It would be an interesting change and would bring in some new strategies.

But It would have to be rather low priority, and would need some serious thought on limitations and how it would work, and there is already plenty of stuff Admin needs to finish and add before they should try tackling this suggestion.
I'm a meanie head! Beware my Meanness :arr
User avatar
Meliva
Community Administrator
 
Posts: 6608
Joined: Mon Apr 04, 2016 12:53 am

Re: Shipwright- Cannon v cargo option

Postby sXs » Wed Apr 26, 2017 4:35 pm

Meliva wrote:
chal wrote:This has been suggested before and I can't remember where the discussion ended off.

Yeah I also remember seeing someone bring this up, but I can not recall who or where its at. Also can't remember what most people thought of the suggestion- but I think it was not very positive.

As for my opinion on this option, I am rather indifferent. It could potentially make certain ships able to fulfill new roles, or give an edge in battle. Get rid of the cargo on a flag galleon and add more cannons and it has more fire power then a standard SoTL. It would be an interesting change and would bring in some new strategies.

But It would have to be rather low priority, and would need some serious thought on limitations and how it would work, and there is already plenty of stuff Admin needs to finish and add before they should try tackling this suggestion.


I see on e thread from 2014 that touches on just one part of this. http://www.piratesglory.com/forums/viewtopic.php?f=4&t=1921
All responses seemed to be positive on that thread with a few concerns voiced.

This only touched on the cannon cargo aspect. I know admins have a lot on their plate, I think this could bring whole new dynamics to how players set up their fleets and bring A lot more strategy into the game.
User avatar
sXs
 
Posts: 2448
Joined: Sun Jan 01, 2017 6:17 pm

Re: Shipwright- Cannon v cargo option

Postby DezNutz » Wed Apr 26, 2017 4:42 pm

Isn't minimum to sail 15 not 5?
I'm only here for Game Development and Forum Moderation.

If you see a forum rule violation, report the post.
User avatar
DezNutz
Players Dev Team Coordinator
 
Posts: 7073
Joined: Sat Oct 24, 2015 4:51 pm
Location: United States of America

Re: Shipwright- Cannon v cargo option

Postby ChaIbaud » Wed Apr 26, 2017 4:43 pm

DezNutz wrote:Isn't minimum to sail 15 not 5?

Yes
PM me any complaints (10M gold coin wire fee is mandatory).
User avatar
ChaIbaud
 
Posts: 1749
Joined: Fri Mar 11, 2016 9:24 pm
Location: United States of America

Re: Shipwright- Cannon v cargo option

Postby sXs » Wed Apr 26, 2017 4:48 pm

chal wrote:
DezNutz wrote:Isn't minimum to sail 15 not 5?

Yes


My mistake. base idea still the same though.
User avatar
sXs
 
Posts: 2448
Joined: Sun Jan 01, 2017 6:17 pm

Re: Shipwright- Cannon v cargo option

Postby Dmanwuzhere » Wed Apr 26, 2017 5:19 pm

Pirate and trader alike could gain from this so I am for it. Each player can mold this to work in their favor no matter the goal. I find ideas that benefit everyone are to my liking. Far better than trying to one up each respective class with one sided ideas. I am sure it would need alot more work to pass but in its concept I find it fair to all. :y
damages or butthurt received in the posting of these words is solely yours and yours alone
if counseling is needed therapist ahben buthert or cryin ferdays is available at the tp kleenex & creme clinic
:PP
I am a silly head and a meanie.
User avatar
Dmanwuzhere
 
Posts: 2799
Joined: Tue Feb 07, 2017 5:29 pm
Location: Balls Drive Bracebridge, Ontario.

Re: Shipwright- Cannon v cargo option

Postby Bmw » Wed Apr 26, 2017 5:33 pm

wasnt something like this approved for implementation in 2.0
User avatar
Bmw
 
Posts: 1535
Joined: Sun Mar 20, 2016 2:43 am

Re: Shipwright- Cannon v cargo option

Postby William one eye » Wed Apr 26, 2017 5:35 pm

This is a very simplified take on your suggestion that might be easier to implement.



Lack of structural gun ports, would limit the possibility to increase cannon count.

Gun decks would not be suited for Cargo Storage.

Also limitations of the amount of change possible should be in place.
for example you cannot fire a cannon from the middle of the cargo hold or below the waterline so losing those cargo spaces and placing cannons in those positions are useless.

I would suggest this is a major refit and needs to be done in a shipyard. A refit in a ship yard could change a
the structure of the ship to create variants. I would say there sould only 3 variants per ships. Variants are not permanent but can only be changed back at they Shipyard. It should cost enough to modify a ship that, players would not do it often.

Variant M (merchant) - adds cargo slots to any ship at the expense of guns.
Variant R (regular)- standard setup
Variant W (war)- adds guns at the expense of cargo.

To keep them functional, I suggest the modifications are pre determined for each ship,
so any ship could be a better fighter or a better cargo ship than it already is.

Any ship could be modified to carry more cargo and less guns, not just a warship,

and any ship could be modified to carry more guns and less cargo, not just a merchant ship.

the following examples would be possible

I could get a few extra storage spaces on my LMM if I got rid of some guns
I could get a few extra guns on my sotl if I got rid of some cargo
I could get rid of some cargo and my LMM would be better able to defend itself
I could get rid of some guns on my sotl and it could could carry more cargo

basically variant m converts gun decks or part of your gun deck to cargo racks
variant w converts your exterior cargo racks to gun ports and gun deck space.

I am not certain I agree with trading crew for guns or cargo. I think that crew currently has a fairly important function that affect
to many aspects of ship management, and we should not mess with it.
Image
User avatar
William one eye
 
Posts: 1616
Joined: Wed Apr 20, 2016 2:33 pm

Next

Return to Disapproved