Dev Team - Flagships

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Re: Dev Team - Flagships

Postby Dmanwuzhere » Sun Feb 17, 2019 9:12 pm

delete my post i do not care those who participated in this topic were mostly against the plantation boost
common sense tells me now that it has returned that someone other than the ones posting here are for it
and have discussed it elsewhere
and since your votes decide our flagship then whoever is benefiting from it and wants it hasnt spoken in this topic
unless the devs are saying oh well its what we want so screw the player base because they dont have a vote
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Re: Dev Team - Flagships

Postby Noffin » Sun Feb 17, 2019 9:17 pm

DezNutz wrote:
Noffin wrote:CJ has stated many times how the income of a fully developed plantation is beyond anything we have now. So, why would it need a bonus?


And how many plantations are producing at near maximum capacity?


I have 2 fully developed plantations, how many do you have?

Hawk wrote:Central aspects of flagships:
Flagships are for all players


Not all traders are plantation owners nor are all plantation owners traders, just like others that are shipwrights or just run a goldsmith. You can not say it is for all players when all types of players are not being represented.
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Re: Dev Team - Flagships

Postby Meliva » Sun Feb 17, 2019 9:22 pm

I have to somewhat disagree about plantations being able to benefit any play style. Now granted I myself do not run one, but from what I know of them, they require immigrants and resources to be delivered(although the resource market can now solve the latter to a degree), and as most are aware, pirates and other plunder heavy play styles tend to run fewer fleets, meaning they would have a much harder time running a plantation compared to a trader who runs many.

Now sure a pirate/privateer can own and run a plantation same as anyone else, but they do so at a rather big disadvantage.

But back on topic, I still am heavily against the flagship boosting plantations. There's just no correlation between the 2. It would be like suggesting your private marina boosting ship stats-a stationary building for the most part should have no real effect on a ship that travels the seas, and vice versa.
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Re: Dev Team - Flagships

Postby Dmanwuzhere » Sun Feb 17, 2019 9:28 pm

when you say it benefits a class that means a new player can come straight in and pick that class and benefit from it

so if you choose pirate day one you will gain the attributes added for pirates
yet if you choose trader how does this offer any attributes or gains?

if it were for a class it would benefit both in some way equally

but here not only do they have to up 25 creds the trader then has to invest millions to gain

which means its not for the traders its for those who have decided they want to give themselves or others bonuses and have votes capable of doing so
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Re: Dev Team - Flagships

Postby Stan Rogers » Sun Feb 17, 2019 9:30 pm

DezNutz wrote:
Dmanwuzhere wrote:are all traders running plantations?
so why is it that plantations keep being added?
as long as plantations are added i will see it as garbage it is catering to the people who apparently are directing this from their inbox and not on this post.




-1



You could offer an ability that could be added for traders.

Or do you just want flagships to be a pirate/privateer only benefit?


I don't really get the flagship tie in to plantations either.
Regarding the 2nd part of your question Dez, Pirate/Privateer/Trader could all benefit from a Flagship to greater or lesser degree'depending on how often they use it.
A trader that does not have at least a couple war fleets deserves to get spanked on a regular basis.
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Re: Dev Team - Flagships

Postby Most Lee Harmless » Sun Feb 17, 2019 9:31 pm

I have to agree with the seeming obsession with pushing plantations and flagships together. Its plain illogical that the presence of one can have any effect upon the other. Its creative twinning yes, but still a nonsense.
Flagships are ships : plain and simple and their benefits should relate to ships and what ships do.
If we are to claim an effect from their presence upon bricks and mortar then Banks Goldsmiths Academies Workshops, Marinas and all else should equally benefit. Thats not logical either but once we remove logic as a test then little else remains to stop us justifing anything at all.
-1 : Move to archive.
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Re: Dev Team - Flagships

Postby sXs » Sun Feb 17, 2019 9:33 pm

Meliva wrote:I have to somewhat disagree about plantations being able to benefit any play style. Now granted I myself do not run one, but from what I know of them, they require immigrants and resources to be delivered(although the resource market can now solve the latter to a degree), and as most are aware, pirates and other plunder heavy play styles tend to run fewer fleets, meaning they would have a much harder time running a plantation compared to a trader who runs many.

Now sure a pirate/privateer can own and run a plantation same as anyone else, but they do so at a rather big disadvantage.

But back on topic, I still am heavily against the flagship boosting plantations. There's just no correlation between the 2. It would be like suggesting your private marina boosting ship stats-a stationary building for the most part should have no real effect on a ship that travels the seas, and vice versa.


I agree with everyone above. Not for the same reason as everyone though. I have an issue with someone getting a plantation bonus for simply owning a flagship with that ability/upgrade. They need only part it in the port of the plantation they want the bonus.

If a player were required to use the flagship in someway related to plantation to gain a bonus then maybe. Use it to transport immigrants into a port, total immigrants/workers could be boosted by X%. Use a flagship to bring in food to feed your workers, maybe they get a food bonus of X% or a health bonus of x% in the port the flagship transport workers. Those at least make some sense. Simply parking it in the port for a bonus makes no sense.
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Re: Dev Team - Flagships

Postby Most Lee Harmless » Sun Feb 17, 2019 9:37 pm

I begin to suspect that flagships are being used as crutches to prop up plantations. If plantations need to be made more attractive fix the damn things : dont force the rest of the game into being their support.
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Re: Dev Team - Flagships

Postby Meliva » Sun Feb 17, 2019 9:40 pm

And honestly there at least 3 different game play mechanics that can be utilized to help boost plantations that make far more sense then a flagship. A new hideout building for one, or a new tech(or multiple new techs) or a nation law(or laws) to help encourage and boost plantations for nation citizens in their own port.

But trying to tack it on to flagship, which has very little to no connection to plantations is just nonsense.
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Re: Dev Team - Flagships

Postby Stan Rogers » Sun Feb 17, 2019 10:00 pm

For me, it's getting too complicated and a little far over in left field and it don't need to be to be enjoyable .


Decide if there is a max size ship that can be designated as such ( I think the max decided was a frig or Lrg Frig)

Bestow your preferred buffs.

I really like the EXP portion of the ship design meaning the more you use the ship, the more potential it has.
Is there a cap on this?

Pirates need ability to increase their ships 25% more than nation flag bearing ships.

With that though, the balance should be they lose more fame AND ransom than flag holders. A fleet that defeats a Pirate flagship deserves more than normal allotment of fame but perhaps less plunder winnings. Lets say +/-25% again from both metrics.
Regarding all the extraneous debates and features regarding gold scanting, owner history, less danger accrued for black flag owners etc, I am NAAFAI on those points.
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