Dev Team - Flagships

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Re: Dev Team - Flagships

Postby Mack » Tue Feb 12, 2019 4:48 pm

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Re: Dev Team - Flagships

Postby Noffin » Tue Feb 12, 2019 4:51 pm

DezNutz wrote: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)


I understand trying to give traders a bonus with a flagship but this really should not be how its done. Flagship sitting in a port just to get a bonus really does not make any sense. Why build a ship if you are forced to just park it? This is still why I think techs would be the better way to go especially since we have an abundance of gold bars in all the ports. The buffs or traits of the flagship should follow itself around and not be tied down to a port otherwise why not just build statues if you want something in a port.
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Re: Dev Team - Flagships

Postby sXs » Tue Feb 12, 2019 4:58 pm

Noffin wrote:
DezNutz wrote: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)


I understand trying to give traders a bonus with a flagship but this really should not be how its done. Flagship sitting in a port just to get a bonus really does not make any sense. Why build a ship if you are forced to just park it? This is still why I think techs would be the better way to go especially since we have an abundance of gold bars in all the ports. The buffs or traits of the flagship should follow itself around and not be tied down to a port otherwise why not just build statues if you want something in a port.


Also some of the abilities do not apply if pirates use a MoW or Sotl for flagship..... but everyone else can use whatever they want.
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Re: Dev Team - Flagships

Postby sXs » Tue Feb 12, 2019 5:12 pm

There are some really good things in here, I just think the balance is off. The plus for traders is more gold but the plus for pirates is ???? Any extra battle perk ????

Most effective/ experienced pirates do there thing with frigs and sloops and voodoo. Now since credits are so expensive true piracy is almost wiped out.

A normal ship raid now can cost upwards of 20-25 million go worth if voodoo. The risk reward is completely off now.

Was hoping flagships would bring some of it back more in line.

It should be hard to be a pirate, it should be risky, but the rewards should reflect that. This really does benefit a trader/plantation owner more than anything else. Imagine Lodswe parking his flagship in his mega plantation port.....or Grim as an “overseeer” in his gigantic plantation. That is a daily boost to his profits just for having a flagship parked in that port. He doesn’t need to do anything but park it. Are the pirate perks equal daily? Or are they less?
Last edited by sXs on Tue Feb 12, 2019 5:18 pm, edited 1 time in total.
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Re: Dev Team - Flagships

Postby DezNutz » Tue Feb 12, 2019 5:16 pm

Feniks wrote:Gain some lose some = zero. Unless I am not understanding

Pirates gain some lose some

Everyone else gains some......


IF a pirate doesn't set that bonus, they lose nothing. The diminish is from a trader to pirate standpoint. If a trader has a flag ship with certain bonuses and becomes a pirate, some of those bonuses are now diminished, but they gain others.

You need to look at the suggestion from all sides and more than just, this doesn't benefit pirates, more loss for pirates, etc.
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Re: Dev Team - Flagships

Postby sXs » Tue Feb 12, 2019 5:22 pm

DezNutz wrote:
Feniks wrote:Gain some lose some = zero. Unless I am not understanding

Pirates gain some lose some

Everyone else gains some......


IF a pirate doesn't set that bonus, they lose nothing. The diminish is from a trader to pirate standpoint. If a trader has a flag ship with certain bonuses and becomes a pirate, some of those bonuses are now diminished, but they gain others.

You need to look at the suggestion from all sides and more than just, this doesn't benefit pirates, more loss for pirates, etc.


I am .... see my previous post. Plantation owners get a daily constant bonus which in some cases could be millions... simply for parking their flagship in a port?
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Re: Dev Team - Flagships

Postby DezNutz » Tue Feb 12, 2019 5:24 pm

Noffin wrote:
DezNutz wrote: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)


I understand trying to give traders a bonus with a flagship but this really should not be how its done. Flagship sitting in a port just to get a bonus really does not make any sense. Why build a ship if you are forced to just park it? This is still why I think techs would be the better way to go especially since we have an abundance of gold bars in all the ports. The buffs or traits of the flagship should follow itself around and not be tied down to a port otherwise why not just build statues if you want something in a port.


To conduct battle you have to sit parked in a port. You can't battle while traveling. And the buff moves with the ship. You move it away from the port, the bonus stops working for that port plantation. If you are in a port that doesn't have a plantation and you have the bonus, you gain nothing.

The bonuses I suggested aren't a given. You have to use your flagship in battle and gain enough experience to purchase that perk and even then the manner that I suggested is a tier. The bonus isn't a maximum once you purchase it. You have to earn experience and level up the perk to gain more.

My post is where I differ with the suggestion. I disagree with the suggestions bonuses and provided my own list of what I think would work better.
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Re: Dev Team - Flagships

Postby DezNutz » Tue Feb 12, 2019 5:26 pm

Feniks wrote:
DezNutz wrote:
Feniks wrote:Gain some lose some = zero. Unless I am not understanding

Pirates gain some lose some

Everyone else gains some......


IF a pirate doesn't set that bonus, they lose nothing. The diminish is from a trader to pirate standpoint. If a trader has a flag ship with certain bonuses and becomes a pirate, some of those bonuses are now diminished, but they gain others.

You need to look at the suggestion from all sides and more than just, this doesn't benefit pirates, more loss for pirates, etc.


I am .... see my previous post. Plantation owners get a daily constant bonus which in some cases could be millions... simply for parking their flagship in a port?


Having a flagship doesn't automatically give you those bonuses. You have to earn experience and purchase the tiered bonus. See my post above this one.
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Re: Dev Team - Flagships

Postby sXs » Tue Feb 12, 2019 5:33 pm

So do pirates. They have to earn the experience. Once earned compare the two on equal basis if both have earned the boosts. Plantation owner gets it continuously simply by parking it. Pirate is required to actually use his flagship to continuously get the benefit.

Need to compare equal experience to equal experience all the way. Trader comes out way ahead with a lot less risk.

Arbitrary number. Say plantation perk is 10% once earned. That equates to 500k to 1 mill a day in Grimlocks gigantic plantation. All he needs to do is park it and make sure he has it protected. What would a pirate need to do on daily basis with his flagship to earn an additional 500kvto 1 mill. How much danger does he accrue daily to get same monetary benefit?
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Re: Dev Team - Flagships

Postby Noffin » Tue Feb 12, 2019 5:47 pm

DezNutz wrote:
To conduct battle you have to sit parked in a port. You can't battle while traveling. And the buff moves with the ship. You move it away from the port, the bonus stops working for that port plantation. If you are in a port that doesn't have a plantation and you have the bonus, you gain nothing.



The point is you are forcing someone to park it in a specific port if they want the bonus. It would be no different than if you boosted bonuses for pirates but then said they will only work in your home port. Many have multiple plantations and this is why I do not think this is a benefit, if anything it would just make me downsize and just focus on one plantation.
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