Shipyard Tech

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Re: Shipyard Tech

Postby DezNutz » Sat Dec 03, 2016 2:44 pm

Malachi Constant wrote:
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What is a ****?



a knee **** reaction? edited for whatever reason but common phrase. Don't think I'm known for name calling and insulting anyone on here but there have been some well rummed evenings


knee J E R K reaction

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Re: Shipyard Tech

Postby Shadowood » Sat Dec 03, 2016 4:27 pm

Valar Morghulis wrote:There may be some other options for Shipyard tech that may refine a vessel and not tamper with existing practice.

Sails:
New fabrics, production methods and new cuts available for the ship in question. Making it a better handling and faster ship but should be somehow linked with rigging and rudder tech and may affect both positive and negative (a superior sail can't be utilized with a bad rigging and rudder - making it lousier than a normal one)

Rigging:
Rigging of masts, lines, gears, lines and sails are improved. Should affect maneuverability and fighting provess since fewer crew is
necessary for handling the ship faster and thus freeing more people to serve the cannons. Should be interlinked with Sails and rudder tech both negative and positive. Up to a certain point it improves stats but at higher levels it should go both ways (can't utilize sails and affect handling negatively)

Rudder tech:
Easier and faster maneuverability of the said ship. Higher levels may affect both positive and negative for the same reasons as on rigging and sails

Discipline:
Improves/decrease crews morale. Should be pending to reflect realities. A lack of discipline affects crew negatively but too much of it and there may be a mutiny (ref: superior english warships declined to fight inferior pirates in real life. Crew pushed too far with random flogging keel hauling and various other pleasantries).

Pride:
A proud ship inspires the crew to work harder. Interlinked with discipline since a pushed crew becomes hateful of their service and morale worsens.

Food:
Mostly quality on it. Works both ways and interlinked with pride and discipline. A full belly makes a man happy. Too much of it and he becomes lazy. Not enough and he becomes grumpy.

Cargo handling:
This is not something that can be altered by the player itself but should rather be affected by the above mentioned setup. A fighter is not a good cargo handler. To balance it may be set up so a fighting vessel is quite sloppy cargo wise - may be a random number of goods that disappear from the vessel.

Port (cargo handling):
Not something that can be handled by the player itself but is affected by how the vessel is specialized. A fighter is not a good cargo handler and time spent in port to shift cargo should be handled negatively.


Think it's worth a discussion.

There should also be a cost involved in improving a vessel on the abovementioned so it doesn't offset the importance of Master craftmanship.

These are some great suggestions but they may fall under "Ships Abilities". See the other forum I posted on right below this one in the tavern (sorry can't link).
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Re: Shipyard Tech

Postby Valar Morghulis » Sat Dec 03, 2016 9:43 pm

ok
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Re: Shipyard Tech

Postby Shadowood » Fri Dec 16, 2016 6:47 pm

bump
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Re: Shipyard Tech

Postby Captain meow » Fri Dec 16, 2016 8:08 pm

Shadowood wrote:bump

MEW !!!!
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Re: Shipyard Tech

Postby Shadowood » Mon Jan 23, 2017 9:07 pm

John Avery wrote:I have to go with Edwarde Hawke on this one, in the olden days of avonmora - 60 Attribute be god like ships.

When Technology's came out, it was kind of destroyed if someone had a 50 attribute sotl and level 20 Metallurgy and level 20 Gunpowder they could easily cause havoc amongst the ship of the line. I personally feel this implementation, as Hawke describes would ruin the power of 60 Attribute ships even more.

-1.

Maybe I am just drunk...


This is a suggestion to aid in additional ATT points for when Ship Specialties come out, as it was described as ATTs being a way to level the new abilities up. We could make the cost higher too if needed, based on what ATTs are worth.
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Re: Shipyard Tech

Postby Shadowood » Mon Jan 23, 2017 9:11 pm

This would also add more focus on people who build ships and not just cast voodoo on them for extra atts.

This would aid the shipbuilder in income when selling a higher ATT lvl 1 Warship on the market. Ship building is a special feature that I feel could use more focus for those who invest in it. There aren't a ton out there.
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Re: Shipyard Tech

Postby Captain dungeness » Mon Jan 30, 2017 1:33 am

-1

At first I was interested in this idea but I would rather not complicate the attributes... instead the ship abilities should be the "technology" which can be improved on ships.

Maybe after ship abilities are added then we will want to add more shipbuilding tech.

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Re: Shipyard Tech

Postby Shadowood » Mon Jan 30, 2017 1:53 am

Captain dungeness wrote:-1

At first I was interested in this idea but I would rather not complicate the attributes... instead the ship abilities should be the "technology" which can be improved on ships.

Maybe after ship abilities are added then we will want to add more shipbuilding tech.

-Captain D

To clarify, this tech suggestion is only for after the new ship abilities come out. And only if the abilities are Att based.
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