Added features to Private Marina

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Added features to Private Marina

Postby Ghost » Mon Apr 27, 2015 5:01 pm

Not sure if this has been raised before.

How about adding some sort of feature to Private Marinas where docked ships can gain attribute points or be upgraded. There could be a cost linked to this in the form of gold, credits or other resources.

At least then there would be more of an incentive to upgrade or build Private Marinas. At the moment it's more like a parking place for that shiny Ferrari that you'll never drive.

If you want to take it a step further, Marinas could allow for special ship features (extra cannon ports, increased crew experience) to be added depending on the level of the Private Marina.
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Re: Added features to Private Marina

Postby Grapefruit » Tue Apr 28, 2015 8:41 am

I like this idea +1
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Re: Added features to Private Marina

Postby DezNutz » Sat Dec 01, 2018 1:19 am

-1 . Disapprove.
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Re: [Review] Added features to Private Marina

Postby PFH » Sat Dec 01, 2018 1:30 am

This was discussed in another post regarding a menu to view ships in marina. In the discussion using EJ and MC was brought up for use of ships in marina. This was advised to be sent to another forum but never was, as this could be it.

Im am okay withh the idea of upgrading ships MANUALLY in the marina with an extended fee for its lockup.

However i do not believe the game needs it and that function would make it a private shipwright rather than a private marina.

-1 disapprove
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Re: [Review] Added features to Private Marina

Postby Most Lee Harmless » Sat Dec 01, 2018 1:53 am

I do think there is room for a wider discussion on the whole subject of shipwrights. As the game has developed from 'standard' ship types to an increasing emphasis on ship upgrades as a way to add that certain edge to what are otherwise bog-standard and somewhat predictable outcomes then maybe there is a place for dedicated ship-builders who can, by means of techs, coin and GB's, produce a more bespoke product forbthe discerning consumer.

Ship traits is one massive boost to such an aim apart from its general shake-up of fleet configurations and new choices that have to be made now. For example a 38pt cutter was an automatic junk and rebuild for me : but now if it has certain traits it has a value and use above its poor attribute stack. This applies across the ship types now and creates a potential market based on traits not atts : for the merchant the extra cargo trait alone gives reason to seek them out and prioritise them. For the pirate an up-gunned Frigate is every holiday come at once.
How we create both the building opportunities and their marketing needs some thought. We could adapt the existing structures like academy, marina, etc to do that or create an entirely new process.

But its a path we will have to travel such as not to waste this fine opportunity to add a career path and spread wider afield the fruits of increasing ship types and abilities.
-1 : Move to archive.
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Re: [Review] Added features to Private Marina

Postby DezNutz » Sat Dec 01, 2018 2:38 am

Danik wrote:I do think there is room for a wider discussion on the whole subject of shipwrights. As the game has developed from 'standard' ship types to an increasing emphasis on ship upgrades as a way to add that certain edge to what are otherwise bog-standard and somewhat predictable outcomes then maybe there is a place for dedicated ship-builders who can, by means of techs, coin and GB's, produce a more bespoke product forbthe discerning consumer.

Ship traits is one massive boost to such an aim apart from its general shake-up of fleet configurations and new choices that have to be made now. For example a 38pt cutter was an automatic junk and rebuild for me : but now if it has certain traits it has a value and use above its poor attribute stack. This applies across the ship types now and creates a potential market based on traits not atts : for the merchant the extra cargo trait alone gives reason to seek them out and prioritise them. For the pirate an up-gunned Frigate is every holiday come at once.
How we create both the building opportunities and their marketing needs some thought. We could adapt the existing structures like academy, marina, etc to do that or create an entirely new process.

But its a path we will have to travel such as not to waste this fine opportunity to add a career path and spread wider afield the fruits of increasing ship types and abilities.


Absolutely. Ships Traits has opened up a very unique path for additional game development and features. A discussion on how we move this further and where and what to develop from this is definitely needed.
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Re: [Review] Added features to Private Marina

Postby Banger » Sat Dec 01, 2018 4:26 pm

I believe we discussed something similar recently. I am all for being able to level up ships and add attribute points to ships in marina. +1 to some form of this.
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Re: [Review] Added features to Private Marina

Postby PFH » Sat Dec 01, 2018 6:43 pm

Im all for a second addition to marina to build on top of the ability to store ships. A private shipwright dedicated to upgrading ships.

Mechanics for this include the ability to cast ej and mc on the ship while it is in private shipwright however, sabotage and levi also work, and a rotten cargo cast on the ship will reveal the ships location. The ship will not be listed on a spy network report.

Vote to discussion on this but disapprove on marina having the ability directly
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Re: [Review] Added features to Private Marina

Postby William one eye » Sat Dec 01, 2018 7:01 pm

Ship yard hands

viewtopic.php?f=4&t=4569&hilit=Hands

Ability via tech upgrade to move ships out of marina to dry storage where they can be upgraded and cast on.

This yields the ability to work on ships while not at sea.
I also allows for addition storage of ships off the sea.
Ships must move from marina to the ship yard and from the yard back to marina. So I will burn a fair number of turns to access it, unless your ship is already in the marina.
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Re: [Review] Added features to Private Marina

Postby Hawk » Sun Dec 02, 2018 3:23 am

There is already a cost to work on ships in the Marina, and that is you have to take them out. Every aspect of the game can be expanded upon and improved, but I think that part is fine as is. This topic should definitely be moved to Discussion though as a place for marina discussion.
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