Shipwright Management

Old Discussion topics

Re: Shipwright Management

Postby Shadowood » Wed Aug 10, 2016 3:18 pm

Haron wrote:0,5% pr. level of "Shipwright Management" seems nice. Rounded down. This gives a maximum of 10% turn reduction. It would give no benefit for cutters and howkers, but remove two turns for LMM building. If it's any higher, like 1% pr. level, the price of the technology needs to increase a lot, but if it is, I think it would be fine. 20% reduction would mean 5 turns less for an LMM (and one turn for cutters/howkers, two turns for sloops). Turns are valuable. Buying turns costs 10 credits for 100 turns, and I don't think that's a bad deal. So an estimate of 10k gc pr turn spent - I know I often get more than that out of my turns. So a reduction of 5 turns to build an LMM would be a lot for those building many ships.

I am good with this. It is similar to what I am proposing as mine is only a total of 12% not 10%. The difference is mine doesn't start at lvl 1 of research. I did this as an incentive to push someone higher in the tech. Kind of like how bankers can't use the credits thing until a higher lvl. I didn't want to give a turn reduction right out of the gate.
I don't fear death. I look forward to it with great anticipation. For then I will met God face to face and let him know that I stole his Man of War!!!
User avatar
Shadowood
Fantasy Draft Deity
 
Posts: 4080
Joined: Mon Feb 08, 2016 5:40 am

Re: Shipwright Management

Postby Malachi Constant » Wed Aug 10, 2016 3:36 pm

Bouncing between the two post on this matter...

I like the idea of 20% reduction but the bonus being capped to ships that only cost 20+ turns.

If you added a reduction in resources this could be a stand alone tech. Or add the turn and a resource discount beginning on level 11-20.
User avatar
Malachi Constant
 
Posts: 308
Joined: Thu Mar 21, 2013 3:29 pm

Re: Shipwright Management

Postby Haron » Wed Aug 10, 2016 4:30 pm

Yes, it was just a slight modification of what you suggested, Shadowood.

When we discuss matters like these, there is one more thing to consider: If I'm not wrong, the admin mentioned "technology trees" as a possible future implementation. I take that to mean certain new technologies which would require a minimum level in one or more other technologies. If that is still planned, and this suggestion does not become an integrated part of Shipwright, perhaps it could be a new technology which requires for instance level 10 shipwright to unlock?
The T'zak Ryn offers Naval Combat Solutions for the Quality Conscious Customer
User avatar
Haron
Forum Rambler
 
Posts: 1926
Joined: Tue Mar 29, 2016 10:04 am

Re: Shipwright Management

Postby Shadowood » Wed Aug 10, 2016 4:35 pm

Interesting! Thanks Haron. I have not heard about the Tech Trees yet.
I don't fear death. I look forward to it with great anticipation. For then I will met God face to face and let him know that I stole his Man of War!!!
User avatar
Shadowood
Fantasy Draft Deity
 
Posts: 4080
Joined: Mon Feb 08, 2016 5:40 am

Re: Shipwright Management

Postby Malachi Constant » Sat Feb 11, 2017 7:20 pm

Bump Bump Bump

If more large ships are desired being in service and action a turns reduction is needed. The cost is one thing, but you have to do almost nothing involving turns for days to create a decent fleet of these ships. I don't think someone should be able to just build 30 SoL, but the time loss is a huge factor in considering fighting with these ships.
User avatar
Malachi Constant
 
Posts: 308
Joined: Thu Mar 21, 2013 3:29 pm

Re: Shipwright Management

Postby Admiral Nelson » Sat Feb 11, 2017 7:22 pm

Malachi Constant wrote:Bump Bump Bump

If more large ships are desired being in service and action a turns reduction is needed. The cost is one thing, but you have to do almost nothing involving turns for days to create a decent fleet of these ships. I don't think someone should be able to just build 30 SoL, but the time loss is a huge factor in considering fighting with these ships.


That is what makes Ship of the lines so 'great' though.

Someone has spent there time and money in making it. :P

Although, I would not argue on more 4 Ship of the line fleets being out... Of course.
User avatar
Admiral Nelson
 
Posts: 2370
Joined: Sat Mar 12, 2016 7:48 am

Re: Shipwright Management

Postby Haron » Sat Feb 11, 2017 7:26 pm

I think the turn cost should remain high. If you want a SoL and don't want to spend the turns, buy one from the market. Avery is right: The fact that these cost so many turns are one of the reasons they are so special and expensive.
The T'zak Ryn offers Naval Combat Solutions for the Quality Conscious Customer
User avatar
Haron
Forum Rambler
 
Posts: 1926
Joined: Tue Mar 29, 2016 10:04 am

Re: Shipwright Management

Postby Malachi Constant » Sat Feb 11, 2017 7:32 pm

I'm not suggesting making them 8 turns.

I'm trying to push the fact that if you invest in tech you get a turn reduction. I agree they should still remain exclusive because of their power.

As is now, I can build one a day if I do almost nothing else involving turns in game. That makes almost a week to build a fleet. If you want to see more big ships out, the cost has to be reduced somewhat.
User avatar
Malachi Constant
 
Posts: 308
Joined: Thu Mar 21, 2013 3:29 pm

Re: Shipwright Management

Postby Mugiwara » Sat Feb 11, 2017 7:34 pm

Captain Jack wrote:
Port Buildings

1.Shipwright

Bonus B)
Less turns needed for ship building (It could be 1% per level, reduction turns rounded up, a max of 20% turns reduction at max level)
Bonus will be applied to ANY nation citizen.



i like the idea. its not that much reduction to make bigger effects.
But there is already a turn reduction suggestion by Captain Jack in port buildings topic. i dont know if we need to do it as a research or building for ports. but building for ports will be more helpful for large amount of players.
User avatar
Mugiwara
 
Posts: 637
Joined: Fri Dec 16, 2016 10:20 am

Re: Shipwright Management

Postby Admiral Nelson » Sat Feb 11, 2017 7:34 pm

Malachi Constant wrote:I'm not suggesting making them 8 turns.

I'm trying to push the fact that if you invest in tech you get a turn reduction. I agree they should still remain exclusive because of their power.

As is now, I can build one a day if I do almost nothing else involving turns in game. That makes almost a week to build a fleet. If you want to see more big ships out, the cost has to be reduced somewhat.


I personally believe, players have the ships. They just have no reason to get them out - Now giving the Official list 'punch' we will call it, less expensive ships are out. But, they can both me and Haron have came up with 'ideas' to start using such 'vessels'.


Just that I think - If there was to be a turn reduction Ship of the lines would have to stay above 100 turns... To build...
User avatar
Admiral Nelson
 
Posts: 2370
Joined: Sat Mar 12, 2016 7:48 am

PreviousNext

Return to Archives

cron