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Fisherman - New Officer

PostPosted: Sat Jan 26, 2019 1:33 am
by DezNutz
Original Discussion can be found here.

Step 2 of the Fishing Tweaks Discussion.

Fishing Tweaks Topic wrote:Step 2:

When: Futurely, before step 3 (Dogger)
What: Add a new officer: Fisherman, Every Fishing Route will require a Fisherman
Why: Will make Fishing a more strategic option

Addon-Changes: Bribe will allow the caster to select the type of officer.



Notable Points:

- Makes Fishing a more strategic option.

- Each Fishing Route will require a Fisherman in the same sense each trade route requires a Merchant.

- Prerequisite for the Fishing Ship "Dogger".

- Costs should be similar to the Merchant Officer.

- Assassin & Bribe Voodoo will need to be updated to include Fisherman.

- If Flood Voodoo does not target Fishing Routes, should also be updated.


Points Of Consideration

- From the original request, allowing Bribes to be selectable.

Re: [Review] Fisherman - New Officer

PostPosted: Sun Mar 17, 2019 3:30 am
by Kangaroo
+1 I'd like us to proceed on this and the dogger

Re: [Review] Fisherman - New Officer

PostPosted: Sun Mar 17, 2019 4:05 pm
by sXs
-1

I am sorry I still see fishing as a fools venture. As an experiment i put several fleets out fishing. Different make ups. There simply is not enough profit involved in fishing to add an officer requirement.

Re: [Review] Fisherman - New Officer

PostPosted: Sun Mar 17, 2019 8:18 pm
by DezNutz
Feniks wrote:-1

I am sorry I still see fishing as a fools venture. As an experiment i put several fleets out fishing. Different make ups. There simply is not enough profit involved in fishing to add an officer requirement.



Well just by what you said, I can tell that you didn't set your fleets up correctly. There are 2 fleet setups that provide the best fishing. 5 LMMS and 5TGs, with the 5TGs being the best.

If you setup your fleet in any other manner, your fishing rates will be negatively impacted.

Re: [Review] Fisherman - New Officer

PostPosted: Sun Mar 17, 2019 8:30 pm
by sXs
DezNutz wrote:
Feniks wrote:-1

I am sorry I still see fishing as a fools venture. As an experiment i put several fleets out fishing. Different make ups. There simply is not enough profit involved in fishing to add an officer requirement.



Well just by what you said, I can tell that you didn't set your fleets up correctly. There are 2 fleet setups that provide the best fishing. 5 LMMS and 5TGs, with the 5TGs being the best.

If you setup your fleet in any other manner, your fishing rates will be negatively impacted.


Fishing was always a persuit for new players to be able to get up and running. Yes I do have a fishing fleet with 5 LMM running.
28,800 per day profit? I can make twice that much on a simple trade route with the same fleet. Why would i waste a 5 LMM fleet on fishing.

# Ship Type Traits Lvl Name Current Port Availability Dmg Crew Guns Cargo Actions
1 Large Merchantman 5 Unnamed (#377328) Near Baramas Fishing 0% 100/100 20/20 96/120
2 Large Merchantman 5 Unnamed (#377329) Near Baramas Fishing 0% 100/100 20/20 96/120
3 Large Merchantman 5 Unnamed (#377680) Near Baramas Fishing 0% 100/100 20/20 96/120
4 Large Merchantman 5 Unnamed (#377681) Near Baramas Fishing 0% 100/100 20/20 96/120
5 Large Merchantman 5 Unnamed (#377682) Near Baramas Fishing 0% 100/100 20/20 96/120
Select action:
Mass Upgrade Fleet
Manage Fleets
Hire Officers
Quartermaster
Ships Overview
Active Ports
Fleet Trade Profit
Today
Gold 14,400
Yesterday
Gold 0
Two days ago
Gold 0
All time
Gold 758,890


Thats 14,400 after 21 hours of fishing. That same fleet can make 36,000 a day simply going back and forth between Baramas and St Martins. Why would I leave it fishing? It can make up 60k a day on other routes without using any buffs.

Re: [Review] Fisherman - New Officer

PostPosted: Sun Mar 17, 2019 8:35 pm
by DezNutz
The dogger as originally suggested costs almost nothing and out performs that significantly. So why not have an inexpensive fishing ship that provides a boost in profit.

Re: [Review] Fisherman - New Officer

PostPosted: Sun Mar 17, 2019 8:36 pm
by Hawk
Doggers would allow for higher profits, which in turn makes officers a reasonable suggestion to go along with them. That said I am not sold on the original suggestion, which is where I think overall discussion of changes to Fishing should take place. viewtopic.php?f=5&t=1616

Re: [Review] Fisherman - New Officer

PostPosted: Sun Mar 17, 2019 8:46 pm
by sXs
DezNutz wrote:The dogger as originally suggested costs almost nothing and out performs that significantly. So why not have an inexpensive fishing ship that provides a boost in profit.


Only after adding buffs and all sorts of other coding. Wouldn't it be simpler to add that codin to already existing ships? Why add another? OIf you want to rebuild fishing to make it competitive, then it loses its original intent which was a simple mechanic to allow new players to make some coin.

Dogger has 100 Cargo LMM 120 TG 150 It makes no sense that a cheap ship with less space can do more than a more expensive ship with more cargo space.

This is too complicated to fix something that really isn't an issue as it stands now. It takes away from it's original purpose. As written it serves no purpose.

If you want to rework fishing then fine. Put it all in one thread and justify it as something that is needed and why? Fishing makes up less than 5% of total gameplay. I bet it is less than 1%. I don't see how increasing that to 10-20% of gameplay makes sense when there are already more profitable and more viable alternatives.

So, I play a game called PiratesGlory, And i send my fleets to go fishing?

Now to this thread in particular, An officer rewuirement makes no sense for a fishing ship or fleet. You already have a captain requirement for every ship that sails. That is more than enough for a fishing ship/ fleet.

Re: [Review] Fisherman - New Officer

PostPosted: Tue Apr 16, 2019 3:35 pm
by DezNutz
As I said in the Dogger Suggetion, I don't see this as a fix to anything. The Dogger and the New Officer open a path to new Tech, Buildings, and Revenue. It's an add-on to fishing.

Re: [Review] Fisherman - New Officer

PostPosted: Tue Apr 16, 2019 6:50 pm
by sXs
Even if doggerel gets implemented, we do not need another officer.

A captain is a captain no matter what vessel he sails. There is no need for a merchant or any other officer. A fishing fleet should not require merchant either.

I could see a merchant or "BUYER" sttached to a warehouse. That makes sense for a fishing fleet to sell their wares more than an additional officer requirement for a fishing fleet.