Dev Team - Flagships

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Re: Dev Team - Flagships

Postby sXs » Tue Feb 12, 2019 2:51 am

Hawk, fame would be a good metric if it applied equally to all. If the formulais the same for everyone without a ship count bonus and without a penalty for flying the black. Those two issues make fame an unfair metric to base Flagship benefits from.

A flagships attributes and abilities should be based solely on its experience. I do really like the idea of experienced based point system. That point gets A huge +1 from me. Flagships that are used and put at risk should get the most benefits from that experience. That is a great foundation to build flagships around.
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Re: Dev Team - Flagships

Postby Hawk » Tue Feb 12, 2019 3:04 pm

Feniks wrote:Hawk, fame would be a good metric if it applied equally to all. If the formulais the same for everyone without a ship count bonus and without a penalty for flying the black. Those two issues make fame an unfair metric to base Flagship benefits from.

A flagships attributes and abilities should be based solely on its experience. I do really like the idea of experienced based point system. That point gets A huge +1 from me. Flagships that are used and put at risk should get the most benefits from that experience. That is a great foundation to build flagships around.


I see your point and where you are coming from, and I agree. However, I intentionally circumnavigated the issue.

Pirates and Traders receive two different bonuses from fame. I understand it could be unfair if they were both combat bonuses. But nation players receive a trade bonus instead.This does not negatively affect pirates.

It also means that if you go up against a Nation player's flagship fleet, who has 100,000,000 fame, and you only have 700,000 fame, you are still receiving an attack bonus, while the other player is not.

Essentially the fame factor would only matter to pirate flag players against other pirate flag players. Which is by definition even.

Regarding traders who fly the black flag. (Not very popular anymore.) If they want to do so for various reasons they can. This game offers freedom in that regard, and I think that is a good thing. If you don't like that, well.. they are trading. And if they have so much fame then maybe attack them? Trading offers a large venerability and any true pirate could take apart a pseudo pirate-trader. If you can't then they probably deserve their spot lol.
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Re: Dev Team - Flagships

Postby Dmanwuzhere » Tue Feb 12, 2019 3:13 pm

Abilities:

Overseer - Increase production rate of plantations by X% at the port your flagship fleet is at. TRADER BONUS

Battle Tactics - Plus X% defense bonus for flagship TRADER AND PIRATE BONUS

Rum - Rum on board is consumed at 1 crate per hour. While there is rum stocked on your flagship, your flagship fleet travels X% faster when sailing to any port. TRADER BONUS
Also, if you have the pirate flag your ship receives a small bonus to speed in combat. (Not applicable for MoW's or SOTL's) PIRATE PENALTY

Voodoo Specialist - X% Chance to block voodoo. (That target the flagship only.) PIRATE AND TRADER BONUS

Pirate-only abilities (Also not available for Ship of the Line or Man of War): NO SOTL OR MOW PIRATE PENALTY

Dead Men Tell No Tales - X% chance to kill the crew of the last ship in the losing fleet. Your fleet gains X% less danger. WHO CARES THEY ARE AFTER GOLD

Survivor - After losing a battle, X% chance to escape without paying ransom. AGAIN VERY NOMINAL ADVANTAGE


Fame Bonuses:

Based on the amount of fame you currently hold, your ship gets the following bonuses! FAME A TRADERS GOAL

Nation players - Plus X port goods buying price, at the port your flagship fleet is at. If traveling, affects both ports.
Your name is know far and wide in the merchant world, you can sell goods at a higher price. NO MOW OR SOTL RESTRICTION FOR THE MERCHANT

Pirate flag players - Plus X% attack bonus for flagship. (Does not apply to MOW's or SOTL's) PIRATE PENALTY ON SHIP CLASS
Your infamous name instills fear into the crew of the enemy.



this is a traders flagship not a pirates
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Re: Dev Team - Flagships

Postby Mack » Tue Feb 12, 2019 3:42 pm

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Re: Dev Team - Flagships

Postby DezNutz » Tue Feb 12, 2019 3:50 pm

Dmanwuzhere wrote:this is a traders flagship not a pirates


While I think that bonuses are lacking on this suggestion, this isn't a pirates only flagship. Flagships are not going to be limited to just pirates and the bonuses aren't going to be limited to just battles.

IMO, Bonuses should be tiered and both more simple and diverse. Bonuses should be available to anyone. Pirates (those that fly the Jolly Roger) should gain an extra perk for certain bonuses while losing some of the bonus on others.

Just my suggestion on what I think the bonuses should be:

Attack Bonus
Defense Bonus
Plunder Bonus (Gains more gc)
Skirmish Bonus (Gains more gc, reduces target escape chance)
Fame Bonus (Gain More, Lose Less)
Ship Trait Bonus (Increases Chance for a second trait) (Flagship would need to be in the port ship is built)
Plantation Bonus ( Increases Production or Acts as a Guard House or Shortens improvement Time) (FS would need to be in plantation port)
Trade Route Bonus (+1 gc on resources sold at port by trade routes) (FS would have to be in the port)
Protection Bonus (Intervenes in # of Skirmish Battles at port)
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Re: Dev Team - Flagships

Postby Dmanwuzhere » Tue Feb 12, 2019 4:04 pm

DezNutz wrote:
Dmanwuzhere wrote:this is a traders flagship not a pirates


While I think that bonuses are lacking on this suggestion, this isn't a pirates only flagship. Flagships are not going to be limited to just pirates and the bonuses aren't going to be limited to just battles.

IMO, Bonuses should be tiered and both more simple and diverse. Bonuses should be available to anyone. Pirates (those that fly the Jolly Roger) should gain an extra perk for certain bonuses while losing some of the bonus on others.

Just my suggestion on what I think the bonuses should be:

Attack Bonus
Defense Bonus
Plunder Bonus (Gains more gc)
Skirmish Bonus (Gains more gc, reduces target escape chance)
Fame Bonus (Gain More, Lose Less)
Ship Trait Bonus (Increases Chance for a second trait) (Flagship would need to be in the port ship is built)
Plantation Bonus ( Increases Production or Acts as a Guard House or Shortens improvement Time) (FS would need to be in plantation port)
Trade Route Bonus (+1 gc on resources sold at port by trade routes) (FS would have to be in the port)
Protection Bonus (Intervenes in # of Skirmish Battles at port)




i understand its not a pirate only flag however this as it is written benefits a trader far more than a pirate which is supposed to be the reason for its introduction
it is op as a tradeship when maxed and benefits pirates where it matters for them most almost none at all
fame is not applicable in a fair play scenario and ship restrictions on the class its supposed to benefit is ludicrous
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Re: Dev Team - Flagships

Postby Mack » Tue Feb 12, 2019 4:14 pm

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Re: Dev Team - Flagships

Postby sXs » Tue Feb 12, 2019 4:21 pm

DezNutz wrote:
Dmanwuzhere wrote:this is a traders flagship not a pirates


While I think that bonuses are lacking on this suggestion, this isn't a pirates only flagship. Flagships are not going to be limited to just pirates and the bonuses aren't going to be limited to just battles.

IMO, Bonuses should be tiered and both more simple and diverse. Bonuses should be available to anyone. Pirates (those that fly the Jolly Roger) should gain an extra perk for certain bonuses while losing some of the bonus on others.

Just my suggestion on what I think the bonuses should be:

Attack Bonus
Defense Bonus
Plunder Bonus (Gains more gc)
Skirmish Bonus (Gains more gc, reduces target escape chance)
Fame Bonus (Gain More, Lose Less)
Ship Trait Bonus (Increases Chance for a second trait) (Flagship would need to be in the port ship is built)
Plantation Bonus ( Increases Production or Acts as a Guard House or Shortens improvement Time) (FS would need to be in plantation port)
Trade Route Bonus (+1 gc on resources sold at port by trade routes) (FS would have to be in the port)
Protection Bonus (Intervenes in # of Skirmish Battles at port)


Why not limit them to pirates only? I do not understand this? Pirates are penalized for flying the black. Bank access and such. Shouldn’t there be a perk?

If not a pirate only thing, then at least give pirates greater attributes. Otherwise this really is no different than ship attributes. The perks and bonuses of flagships make it just another game mechanic.
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Re: Dev Team - Flagships

Postby DezNutz » Tue Feb 12, 2019 4:40 pm

Feniks wrote:
DezNutz wrote:
While I think that bonuses are lacking on this suggestion, this isn't a pirates only flagship. Flagships are not going to be limited to just pirates and the bonuses aren't going to be limited to just battles.

IMO, Bonuses should be tiered and both more simple and diverse. Bonuses should be available to anyone. Pirates (those that fly the Jolly Roger) should gain an extra perk for certain bonuses while losing some of the bonus on others.

Just my suggestion on what I think the bonuses should be:

Attack Bonus
Defense Bonus
Plunder Bonus (Gains more gc)
Skirmish Bonus (Gains more gc, reduces target escape chance)
Fame Bonus (Gain More, Lose Less)
Ship Trait Bonus (Increases Chance for a second trait) (Flagship would need to be in the port ship is built)
Plantation Bonus ( Increases Production or Acts as a Guard House or Shortens improvement Time) (FS would need to be in plantation port)
Trade Route Bonus (+1 gc on resources sold at port by trade routes) (FS would have to be in the port)
Protection Bonus (Intervenes in # of Skirmish Battles at port)


Why not limit them to pirates only? I do not understand this? Pirates are penalized for flying the black. Bank access and such. Shouldn’t there be a perk?

If not a pirate only thing, then at least give pirates greater attributes. Otherwise this really is no different than ship attributes. The perks and bonuses of flagships make it just another game mechanic.


I said that Pirates should gain extra perks to certain bonuses, while losing on others. Flagship for all, Extra Perks for Pirates.

Flagships needs a Baseline. The Baseline should be even across the board. Once the baseline is set, then you add specialty perks. Pirates being the only case in this situation. This allows players to switch between playing styles and still have a flagship.
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Re: Dev Team - Flagships

Postby sXs » Tue Feb 12, 2019 4:42 pm

Gain some lose some = zero. Unless I am not understanding

Pirates gain some lose some

Everyone else gains some......
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