Ship For Market Att Re-allocation

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Re: Ship For Market Att Re-allocation

Postby Stan Rogers » Sat Dec 17, 2016 3:56 am

yea... there are still work-around available to me but you are probably right. It's more difficult now than when remodel's were plentiful but we all live with that adjustment.
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Re: Ship For Market Att Re-allocation

Postby Bmw » Sat Dec 17, 2016 4:16 am

no real need to reset them when there is a card that can do that -1
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Re: Ship For Market Att Re-allocation

Postby Sebena » Sat Dec 17, 2016 5:29 am

If I am not mistaken CJ needs more gold sinkers so why not make it as a feature to achieve that goal make it as a part of the ship market let's say 50 000 gold coins per point. Yes there are possibility to abuse it but if it isn't too big cost for server and too big issue for programmers make it restricted that each ship that used that option can't end up in possesion of the player that used that option.

Example I take stans howker and use that option and stan buys that same howker back I can't steal it back only sink it (scrap gold is excluded and isn't earned by me on that particular ship) that way abuse is lowered and that option becomes more strategic
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Re: Ship For Market Att Re-allocation

Postby Most Lee Harmless » Sat Dec 17, 2016 8:38 am

Charles Vane wrote:-1

I don't believe ships should ever be reset by any system aside from remodeling. It's not realistic in the slightest. A ship is built and that's the way it is unless restructured by someone (ie. Remodeled).

If you don't like the ships build don't buy it, you can view their attribute allocation easy enough.


No, that is not true : look at attributes : they are all factors that can be changed without needing the ship rebuilt : better cannon, better sails, better shot/powder, copper bottoms (kept clean) : I think it unrealistic that I cant change the sails/rigging on my newly-purchased ship, or allocate more hammock space, or install better cannon, or store better powder and shot on board.

If remodel were more readily available then it would be less of a nuisance : but it is not, it is both rare and only found in booster packs, thus must be purchased, via pack or market. Its current market price is 8 credits, that's about 1.5mil GC on exchange : so, its not realistic to use it on any but the best ships.
-1 : Move to archive.
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Re: Ship For Market Att Re-allocation

Postby Dejanira » Sat Dec 17, 2016 8:59 am

Well, the seller can use a remodel BEFORE putting the ship on market, if he/she wants to sell his good better.
Also, buyer can know if att points are already set or not BEFORE bidding for the ship.
So -1 IMHO.

But.

But the ships market surely needs some improvement. For example selling 2 ships together. After all this is allowed in card market, so why not?
Or also, if the seller sees that the ship is not going well, then should be allowed to raise the ship level in the hope of a faster sell.
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Re: Ship For Market Att Re-allocation

Postby Maha » Sat Dec 17, 2016 9:53 am

Danik wrote: look at attributes : they are all factors that can be changed without needing the ship rebuilt : better cannon, better sails, better shot/powder, copper bottoms (kept clean) : I think it unrealistic that I cant change the sails/rigging on my newly-purchased ship, or allocate more hammock space, or install better cannon, or store better powder and shot on board.

If remodel were more readily available then it would be less of a nuisance : but it is not, it is both rare and only found in booster packs, thus must be purchased, via pack or market. Its current market price is 8 credits, that's about 1.5mil GC on exchange : so, its not realistic to use it on any but the best ships.


one option is that remodeling cost is connected to the level up costs; cheap ships are cheaply remodeled and for high end ones you still want to use 'remodel' voodoo. To remove the Att points it will cost 50% of all the upgrade costs to the level that the ship is.

Remodeling is time intensive, so it would cost in turns as well. at least 1 turn per Att point seems fair to me.

(making it too easy to change ships would change the game. we would quickly develop aggresive, defensive or speed designs and refit a ship when her role changes. This is OK with me when it is properly thought through. it is not part of this thread imo)
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