New Tech : Better Planning

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Re: New Tech : Better Planning

Postby Grimrock Litless » Wed Aug 10, 2016 2:59 pm

Thomtronic wrote:The cost should be high but the turn reduction per level should be reduced. I'm still learning all the techs and how they function in game. Turns are a commodity and I don't think any tech, no matter the cost, should be THAT powerful.


Got any ideas?
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Re: New Tech : Better Planning

Postby Malachi Constant » Wed Aug 10, 2016 3:08 pm

I think there have been some suggestions floating around, but at first glance I would keep the 1% per level but cap the minimum required turns for a ship at 20.

So Merchantman and up would get the turn reduction bonus.

Lvl 20 tech would give

LMM 20 turns


Large Frigate 88

SOTL 116

If it was capped this way I think you could then reduce the tech cost. It's something I would personally invest in. May not be a priority tech right now, but has value for the long term.
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Re: New Tech : Better Planning

Postby ChaIbaud » Wed Aug 10, 2016 9:28 pm

You want a reason? Turns are the limiting factor that is common between veterans and NewBs. This would give vets another leg up against Newbs. "They've been here longer!" That's why they have more ships, gold, and a steadier income. Saying haters gonna hate doesn't help, you've said that your suggestions are bad and for some reason you get support from one person you think it's the hottest thing since my jokes.
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Re: New Tech : Better Planning

Postby William Pitt » Wed Aug 10, 2016 9:31 pm

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Re: New Tech : Better Planning

Postby Grimrock Litless » Thu Aug 11, 2016 5:46 am

chal wrote:You want a reason? Turns are the limiting factor that is common between veterans and NewBs. This would give vets another leg up against Newbs. "They've been here longer!" That's why they have more ships, gold, and a steadier income. Saying haters gonna hate doesn't help, you've said that your suggestions are bad and for some reason you get support from one person you think it's the hottest thing since my jokes.


That has always been the case, so you are saying that newbies should be able to beat down a old dog?

On a the main discussion, I had it turn based because if % based means it's easier to make big ships. If not then cheap ships is easier and big ships still fairly hard.
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Re: New Tech : Better Planning

Postby ChaIbaud » Thu Aug 11, 2016 11:50 am

They should be able to do damage to them. Right now it is an acceptable distance but allowing them to build ships for less is like eliminating any common ground between the two.
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Re: New Tech : Better Planning

Postby Grimrock Litless » Thu Aug 11, 2016 12:25 pm

chal wrote:They should be able to do damage to them. Right now it is an acceptable distance but allowing them to build ships for less is like eliminating any common ground between the two.


They can, they just don't know how to cast the right way to hurt them, you wanna teach each of the newbies on it? And have them use against you?

This game has always been a p2w game, well, not win, but you get the idea.
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Re: New Tech : Better Planning

Postby ChaIbaud » Thu Aug 11, 2016 8:49 pm

And why let the payers get ahead while the normals are inching forward? My guess is you just want a suggestion of yours to get passed...
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Re: New Tech : Better Planning

Postby Grimrock Litless » Fri Aug 12, 2016 5:01 am

chal wrote:And why let the payers get ahead while the normals are inching forward? My guess is you just want a suggestion of yours to get passed...


It's hard arguing with you, because u have no common sense.
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Re: New Tech : Better Planning

Postby Most Lee Harmless » Fri Aug 12, 2016 6:53 am

chal wrote:And why let the payers get ahead while the normals are inching forward? My guess is you just want a suggestion of yours to get passed...



Dont get fixated on the so-called 'pay-to-play' element : does it exist? Yes, but its a marginal percentage of the total player base : does it give an advantage? Yes, but so does clever play, astute use of ones resources and careful husbanding of such voodoo as can be acquired thru presents and the card market. 'Coiners' support the entire game for the rest of us : they accumulate shiny shiny ships and resources that can be stolen before they learn the longer-term lessons of how to keep their rear-ends covered : in short, we should welcome them to the game, encourage them and fleece them something rotten : no pirate ever got rich robbing poor people.
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