Dev Team - Flagships

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Re: Dev Team - Flagships

Postby Mack » Mon Feb 18, 2019 4:46 pm

-1 on tieing the plantations in with the flagships
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Re: Dev Team - Flagships

Postby sXs » Mon Feb 18, 2019 5:04 pm

Trade fleets had flagships as well. Not all flagships were warships. In fact any “fleet” by definition had a lead ship or Fladship. I do not have an issue with some trade bonuses as long as they are ship based bonuses.

A navigator perk: allows for faster trade route.

Lookout: increased opportunity of escape from skirmish or even battle.

Master merchant: gains X% of coin for selling in all ports

These things are ship based and make sense for possible flagship perks.
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Re: Dev Team - Flagships

Postby PFH » Mon Feb 18, 2019 5:10 pm

My take is that bonuses should onlt be provides if the flagship was active in battle. Certain amount of danger and then bonuses would activate. Danger added by voodoo does not count.

As long as it incorporates its activity being required for a constant risk, then im fine with whatsver workings come with it. Pvp should be a major basis fof it
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Re: Dev Team - Flagships

Postby sXs » Mon Feb 18, 2019 5:15 pm

Clockwork wrote:My take is that bonuses should onlt be provides if the flagship was active in battle. Certain amount of danger and then bonuses would activate. Danger added by voodoo does not count.

As long as it incorporates its activity being required for a constant risk, then im fine with whatsver workings come with it. Pvp should be a major basis fof it


PvP is how all exp is earned. Exp. is the basis for upgrades. On this point specifically there is some confusion. You will need to engage in PvP or pve activities to earn experience to upgrade your flag ship. Once earned you decide what upgrades you want. In that way, flagship is customizable.

A flagship without experience is just a ship.
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Re: Dev Team - Flagships

Postby PFH » Mon Feb 18, 2019 5:32 pm

Feniks wrote:
Clockwork wrote:My take is that bonuses should onlt be provides if the flagship was active in battle. Certain amount of danger and then bonuses would activate. Danger added by voodoo does not count.

As long as it incorporates its activity being required for a constant risk, then im fine with whatsver workings come with it. Pvp should be a major basis fof it


PvP is how all exp is earned. Exp. is the basis for upgrades. On this point specifically there is some confusion. You will need to engage in PvP or pve activities to earn experience to upgrade your flag ship. Once earned you decide what upgrades you want. In that way, flagship is customizable.

A flagship without experience is just a ship.

But once the experience is made what stop anplayer from just keeping the ship static forever after recievejng the experience? The experience should deteriorate over tjme of sitting and not moving honestly.
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Re: Dev Team - Flagships

Postby sXs » Mon Feb 18, 2019 5:49 pm

If the ship isn’t sailing you don’t get the bonus. If it is a trade based bonus then the ship needs to be trading.
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Re: Dev Team - Flagships

Postby Sir Henry Morgan » Mon Feb 18, 2019 5:51 pm

If there be no cap on experience, greed will keep the upgrade activity going, as will the reputation of the flagship owner - and it will become the target of trophy hunters.

It is a neat cycle that should create PvP activity.

As for the plantation buff, I can see it either way, but the trade buffs mentioned by Feniks are spot on.

The flag ship feature as it stands is simply the advancement of the Large Frigate and perhaps Flag Galleon and the frigate.

This still leaves the Brig Class warships in the shadows - this may or may not be a large concern, but it may be an opportunity to explore in another phase of flag ships or other feature.
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Re: Dev Team - Flagships

Postby sXs » Mon Feb 18, 2019 6:02 pm

I agree the brig class needs a boost. Many of the most famous pirate flagships were converted brigs. I believe I posted the historic references earlier in the thread.
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Re: Dev Team - Flagships

Postby Stan Rogers » Mon Feb 18, 2019 6:24 pm

Forgive me, I'm sure it was mentioned earlier but am I under the impression only SOTL's/MoW's were exempt from Flagship status. Not true ?

And Feniks, I think Clock was referring to EXP gains/loses. and allowing someone to run up the EXP and then park it while getting the benefit of those gains while the ship changed roles and was being used in a static situation. I understand the concern if I read it right.

I do think I recall also reading that EXP was gained through battles only ?
EXP allows you to buff the ships abilities?
EXP 'points' can be lost through lost battles ?
I better go back and re-read as perhaps the things I have 'digested' so far is not what now is the case.
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Re: Dev Team - Flagships

Postby Hawk » Mon Feb 18, 2019 6:27 pm

**New Ability**

Guard - X% chance per level, for flagship fleet to defend fleets you possess at current port

Yes, this is based off the Guard / Escort feature that has been discussed! If that feature is implemented further at a later date, it will simply tie in with this ability. Need your thoughts on the ability and name. Guard was just chosen for now cause that's what it does.

Regarding flagships, if there is any more input of the base design, now is the time to post.

Ability-wise we need input. Additions, better names, tweaks, the works. These are not final and will be worked on right after the base design is finalized.

Updated original post
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