Dev Team - Flagships

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Re: Dev Team - Flagships

Postby Shadowood » Wed Feb 27, 2019 12:00 am

I am still confused as to why JessicaA's OP is not being considered?

Was this concept officially nixed? There are parts of it in this. I very much agreed with how it was laid out. It would take a lot of work to level a flagship up properly.
Last edited by Shadowood on Wed Feb 27, 2019 12:24 am, edited 1 time in total.
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Re: Dev Team - Flagships

Postby Vane » Wed Feb 27, 2019 12:07 am

Shadowood wrote:I am still confused as to why JessicaA's OP is not being considered?

What this concept officially nixed? There are parts of it in this. I very much agreed with how it was laid out. It would take a lot of work to level a flagship up properly.

:y
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Re: Dev Team - Flagships

Postby PFH » Wed Feb 27, 2019 12:54 am

Charles Vane wrote:I like some of the concepts

- Experience based abilities
- All can have one
- Stealing them and how it functions
- Cant be sold (They should remain in the game for a player to take it back)


I Hate....

- The fact its being tied into plantations
- The fame metric requirement.. (REALLY?)
- The ship should not become normal when taken, it should only be halted no more progress but retains what it has
- Survivor? Pirates should be running low purses any how, what do i care if i get away without paying 15k?
- Profit increase in the port your flagship is in? It should be a battle ship for crying out loud.


Now I did not review every post made, not going to go through 23 pages right now and likely wont bother anyway. This concept of a flagship is by far my least favorite i've seen yet.

Needs to go back to the drawing board and be 50-70% overhauled.

100% agree and have stated similar before in bits and pieces.
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Re: Dev Team - Flagships

Postby Hawk » Wed Feb 27, 2019 2:44 am

Charles Vane wrote:I like some of the concepts

- Experience based abilities
- All can have one
- Stealing them and how it functions
- Cant be sold (They should remain in the game for a player to take it back)


I Hate....

- The fact its being tied into plantations
- The fame metric requirement.. (REALLY?)
- The ship should not become normal when taken, it should only be halted no more progress but retains what it has
- Survivor? Pirates should be running low purses any how, what do i care if i get away without paying 15k?
- Profit increase in the port your flagship is in? It should be a battle ship for crying out loud.


Now I did not review every post made, not going to go through 23 pages right now and likely wont bother anyway. This concept of a flagship is by far my least favorite i've seen yet.

Needs to go back to the drawing board and be 50-70% overhauled.


Opinions are welcomed, stating reasons behind them is even more so. For each aspect in the OP I can give many reasons if asked why it is there. An alterative suggestion as to how it could be changed or done better is very constructive. Just saying you do not like it is feedback, but not much, especially from someone who applied to the dev team. Also actually reading the OP thoroughly would help. Plantations is not on the proposal anymore. The fame aspect is pending a fame review for well brought up reasons. Abilities are still under work.
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Re: Dev Team - Flagships

Postby Vane » Wed Feb 27, 2019 2:52 am

Then let me ask this, why are we straying so far from the original concept put forth by JessicaA? It was well received, covered many bases, and all in all addressed what the vision of a flagship would be in most players minds. With the exception to those not pirating or actively engaged in battles.
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Re: Dev Team - Flagships

Postby Stan Rogers » Wed Feb 27, 2019 3:32 am

This topic is struggling because there are not enough places to apply the special abilities a flagship should and more importantly, could have.

If Blockades and Port battles were introduced, there would be no shortage of things a Flagship could do over regular ships and finding common ground will be so much easier with new battle arena's to draw from or work out of.

There has been a lot of discussion and some good things have come from it but the fact remains that there is not enough battle scenarios to dig into the special 'accomplishments' a Flagship should be capable of. :arr
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Re: Dev Team - Flagships

Postby Hawk » Wed Feb 27, 2019 3:57 am

Hey Stan. Essentially the idea is to start with a base feature, then elaborate when the later additions come out. I agree that there is a ton of potential for flagships, but it would be difficult to incorporate that at this point. No feature would ever get finished if they all had to be implemented at the same time, you got to start somewhere.

Vane, the idea evolved in the discussion of JessicaA's original post is here. There were many things to be answered and many defining factors decided upon. Such as flagships being for everyone, and each player only being able to possess one. They are listed in the "Central Aspects" part of the OP. From there, an in depth proposal needed to be made covering the details, and then posted, and then adjusted and changed from discussion and input. This is a process you were absent for much of, however, it is still in progress.
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Re: Dev Team - Flagships

Postby Stan Rogers » Wed Feb 27, 2019 4:40 am

Well Hawk.. to me, it looks like you have a good foundation for the Flagship and are now digging for things to do with it
. Almost grasping for straws.
Warehouse sales and plantations were not possible before Warehouses, Marina's and banks not possible without Hideouts and ...well... although there is a base battleground for ships, it is limited thus hindering the abilities that could be bestowed on a special ship. From my perspective, you design a shiny new tool and now are looking for a place to use it.
I have no doubt that sooner or later a consensus will be achieved within the current framework.
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Re: Dev Team - Flagships

Postby sXs » Wed Feb 27, 2019 12:46 pm

Stan Rogers wrote:Well Hawk.. to me, it looks like you have a good foundation for the Flagship and are now digging for things to do with it
. Almost grasping for straws.
Warehouse sales and plantations were not possible before Warehouses, Marina's and banks not possible without Hideouts and ...well... although there is a base battleground for ships, it is limited thus hindering the abilities that could be bestowed on a special ship. From my perspective, you design a shiny new tool and now are looking for a place to use it.
I have no doubt that sooner or later a consensus will be achieved within the current framework.


Aye Stan you are correct. But, what good is the "shiny new thing" if there is no place to use it. Trying to develop attributes and abilities specifically for each style of gameplay is tough. The idea is to try and find a way attributes and abilities so each player will be motivated to want to build and upgrade their flagship. If you can't do that then it becomes nothing more than a MoW relegated to either being parked and never sailing, or never being built in the first place.

On this point I think Hawk is correct. We have discussed tie-ins for flagships with port battles, blockades, nation play and several other ideas. But to do this we need the base flagship completed first. The proposal as upgraded still needs work. Vanes points are also valid, but no viable alternatives have been proposed as of yet.

The original JessiaA proposal, while very well conceived, had holes that needed to be addressed because everyone is getting a flagship. As written, it was only a battle ship. There is nothing wrong with that idea, but why would a trader or a banker build one then? It is just something else to make them a target. There needed to be abilities that would make it beneficial for them to build upgrade and sail a flagship as well.

Personally, I am still not sold with things as written but I undersatnd why and how they got to where they are now. Lets come up with ways to address the flaws so we can put that "shiny new thing" to work.

Blockades, port battles, forts and port buildings, Letter of Marque, nation bounties, Armadas are all things waiting to tie in. We need flagships first though
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Re: Dev Team - Flagships

Postby Snowy McScruff » Wed Feb 27, 2019 1:17 pm

**New Ability**

Fool's Gold- X% of Gold bars per level, are transported back to origin port's warehouse when fleet is defeated.

A ability to lower risk when moving or trading gold bars.
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