Dev Team - Flagships

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Re: Dev Team - Flagships

Postby DezNutz » Tue Feb 12, 2019 6:03 pm

Feniks wrote:
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.


The abilities that I listed have nothing to do with the Bonuses and limitations presented in the OP. I disagree on those and provided my own. I don't think there should be any limitation on the ship selected and what bonuses apply.


Feniks wrote: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?


Tiered Bonus. It isn't a hard concept to grasp. It's isn't a one and done. I also provided a few different options to what the plantation bonus could be, including acting as a bonus to the guard house.


Noffin wrote:
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.


Flagship bonuses are primarily battle oriented. The non-battle related bonuses I provided are meant to be limited. It gives an option to players that don't conduct many battles but still want benefits from a flagship. Flagships bonuses need to be diverse. If you limit what they do, then they will all be the same and pointless. That's why tiered bonuses and bonuses that cover different game areas are needed.
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Re: Dev Team - Flagships

Postby Admiral Nelson » Tue Feb 12, 2019 6:12 pm

Why does one have to bring plantations into a feature, that was meant for pirates.

Agreed everyone having a flagship would be good.

It should and could only be 'levelled up' or whatever it is via a battle point system. 0.5 for a single PvE battle, 1 point for skirmish, 2 points for plunder. When one steals a Man of War, it adds 19 points to the 'Battle Point System'. (Number of ships they are when this is introduced). This would promote more pvp battles, which if I am mistaken was the point for the flagship. Lets say every 1000 points it adds a trait (Up to four total). Then every 100 points could be a 'Overall' Ship Point, which would then go on a "Top 10 Notorious Flagships" board.

- One should be able to sell it.
- One can not dry dock it. (In the olden days, folks couldnt hide there prize possessions!)
- One should be able to hold more then one, however once stolen they will need to hold it for 128 hours to sell it.

Fame is a too weak metric at this current date; allowing a merchant to sit in a port whilst doing his cute cool "plantation" is a boring idea, and does not promote plundering.

If one can sit there with his flagship out giving a bonus to his 'plantation' why should pirates even pirate?

Should be two traits. One of which can be chosen one randomly selected. (So in one way, whoever gets said flagship can chose what theyd like.)

MORE PVP BATTLES!
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Re: Dev Team - Flagships

Postby sXs » Tue Feb 12, 2019 6:39 pm

Dez I don’t think you understand what I am saying. I understand the tiered system.

Real game scenario.

I decide to switch to pirate. I get my flagship. Win 1000 battles and gain whatever attribute. As a pirate I have maybe 25 ships, no plantation.

Now Grim gets his flagship, wins his 1000 battles and chooses plantation perk. Parks his flagship fleet on the port of his gigantic super cool mega plantation. He automatically starts getting “X%” of bonus production. Round number let’s say 10%. His plantation is makin him 5 mill a day( probably more but conservatively). So now he gets 5.5 million a day every day forever. Just needs to maintain plantation( which he already was doing before flagship) and just needs to keep flagship protected.

So now what would I need to do to to gain the same benefit as a pirate? I would need to plunder 500 a day say 5-6 plunder board hits a day everyday with my flagship fleetthats 30-to 36 danger or a gain of 6-12 danger a day after the hour drop. My flagship I’d permanently lit unless I do not plunder or unless I use cards to drop it. It is also at risk now. After a few weeks it could easily accumulate 150 plus danger. Easily enough to put it at risk.

Meanwhile Grim hasn’t signed in in 5 days and is still getting 500 k bonus a day for simply having a flagship and no need to ever use it again.
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Re: Dev Team - Flagships

Postby sXs » Tue Feb 12, 2019 6:42 pm

A flagship should need to be used to be of benefit. Trade route benefit or battle. Hell even transporting immigrants.
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Re: Dev Team - Flagships

Postby Dmanwuzhere » Tue Feb 12, 2019 6:44 pm

you can argue and say everyone needs a flagship and that sounds great until and up to the point everyone is equal to or greater than the class for which the flagship was designed for.

you cannot honestly defend perks that enables great perks or rewards to traders while barely helping a pirate.

seriously show me a list of perks for traders and the perks for pirates and show me how i am misconstruing the idea that pirates are greater with the ship or even equal with the list of perks for traders... you cant

monetary bonuses for the traders alone would mean a pirate would have to raid a merchant daily to earn the same amount of cash and end with danger that will subtract from that total along with the voodoo costs and the retaliations and yet traders just set theirs to go between two ports with plantations and make millions for 1 danger with no other effort or repercussions .... how was this a ship worth having for pirates again?

the small token bonuses for pirates makes the whole idea of a flagship bullcrap and in this form should just stay on the shelf where at least there it has the ideas and suggestions make sense

use math and not rhetoric to make the argument and then we may get somewhere otherwise enforce this twisted vision of lies and make it the laughing stock it should be
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Re: Dev Team - Flagships

Postby DezNutz » Tue Feb 12, 2019 6:59 pm

Feniks wrote:Dez I don’t think you understand what I am saying. I understand the tiered system.

Real game scenario.

I decide to switch to pirate. I get my flagship. Win 1000 battles and gain whatever attribute. As a pirate I have maybe 25 ships, no plantation.

Now Grim gets his flagship, wins his 1000 battles and chooses plantation perk. Parks his flagship fleet on the port of his gigantic super cool mega plantation. He automatically starts getting “X%” of bonus production. Round number let’s say 10%. His plantation is makin him 5 mill a day( probably more but conservatively). So now he gets 5.5 million a day every day forever. Just needs to maintain plantation( which he already was doing before flagship) and just needs to keep flagship protected.

So now what would I need to do to to gain the same benefit as a pirate? I would need to plunder 500 a day say 5-6 plunder board hits a day everyday with my flagship fleetthats 30-to 36 danger or a gain of 6-12 danger a day after the hour drop. My flagship I’d permanently lit unless I do not plunder or unless I use cards to drop it. It is also at risk now. After a few weeks it could easily accumulate 150 plus danger. Easily enough to put it at risk.

Meanwhile Grim hasn’t signed in in 5 days and is still getting 500 k bonus a day for simply having a flagship and no need to ever use it again.


I don't agree with how that works.

I'm more inclined to use experience levels. Each level gives you 1 point to use for a flagship ability/bonus. Each proceeding level incrementally requires more experience. I was think like a 1.5x increase per level. So for instance if Level 1 required 1000 experience, Level 2 would require 1500 experience. The experience gained would only come from actions taken by the flagship. So that flagship would have to be conducting quite a bit of PvP. Just need to determine experience gains by action. (I have thoughts on that but nothing remotely concrete)

Each ability is tiered and provides a different bonus level.

For something like Plantation Production bonus, it would incrementally small per level like 0.2% per ability point applied. Whereas, Attack would be 1% for non-pirates and 1.25% for pirates per ability point.

(Going off a little bit from my example, but I think a Danger Bonus for flagship would be interesting, where the bonus would reduce danger at a faster rate.)

So for someone to make huge gains in that bonus they would need to invest quite a bit of time to gain the experience and quite a few levels.
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Re: Dev Team - Flagships

Postby DezNutz » Tue Feb 12, 2019 7:12 pm

Dmanwuzhere wrote:you can argue and say everyone needs a flagship and that sounds great until and up to the point everyone is equal to or greater than the class for which the flagship was designed for.

you cannot honestly defend perks that enables great perks or rewards to traders while barely helping a pirate.

seriously show me a list of perks for traders and the perks for pirates and show me how i am misconstruing the idea that pirates are greater with the ship or even equal with the list of perks for traders... you cant

monetary bonuses for the traders alone would mean a pirate would have to raid a merchant daily to earn the same amount of cash and end with danger that will subtract from that total along with the voodoo costs and the retaliations and yet traders just set theirs to go between two ports with plantations and make millions for 1 danger with no other effort or repercussions .... how was this a ship worth having for pirates again?

the small token bonuses for pirates makes the whole idea of a flagship bullcrap and in this form should just stay on the shelf where at least there it has the ideas and suggestions make sense

use math and not rhetoric to make the argument and then we may get somewhere otherwise enforce this twisted vision of lies and make it the laughing stock it should be


The mere mention that it helps a trader is enough to to say that it's detrimental to pirates.

I provided a point that I didn't agree with from the main suggestion and provided an alternative. Do not conflate what I have suggested with the main suggestion. I provided feedback to a point I don't like.

Reality, the pirate only flagship won't work by itself without solving some serious problems. Wishful thinking doesn't make game coding work. What happens when a pirate is no longer a pirate, the benefits can't carry over unless the flagships are universal. So the flagship just becomes a regular ship when you aren't a pirate? I'm sure the complaints will just pour in that I spent all this time leveling up this ship and now it doesn't work if I'm not a pirate. How do you make flagships universal while still providing a perk to pirates? Please provide your answer. I will wait.
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Re: Dev Team - Flagships

Postby sXs » Tue Feb 12, 2019 7:56 pm

There is no issue with someone changing fro pirate to a nation flagged player. They lose the flagship but gain use of bank and other perks that non pirates get.

As long as it is known that flagship is lost is you change your flag there is no issue.

No reason to wait because the point is moot.

Change back to pirate you need to rebuild flagship from scratch. Not only that you should be penalized. Maybe have to wait 90 days to start a new flagship. Coding for this is actually quite simple.

It is an “if - then” subroutine

90 day period is also simple coding.
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Re: Dev Team - Flagships

Postby Noffin » Tue Feb 12, 2019 8:04 pm

Plantation bonuses need to be put where they make sense and not connected to a ship. Add buildings or tech to hideout which would also help with needed gold bar sinks. If you want trader bonuses add things like Flagship fleet has a chance to intercept skirmishes or plunders "X" amount of times per day, along with the other mentioned increased defense, port buying at increased gold, fleet speed increase, reduce danger when arriving at ports etc. This will also help new players getting established.

You said you were trying to make them universal but there were no bonuses for goldsmith, banks, shipwrights.
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Re: Dev Team - Flagships

Postby sXs » Tue Feb 12, 2019 8:16 pm

Simple question. If this is a good proposal then why are all comments so far negative. You can argue all you want that it is good but so far the player base is against it.

Please take that into consideration. Why force something that the people who play the game have negative reaction too.

The player base is the only measure you have.

So far no one likes or at least has commented positively on, the plantation tie in. No one outside of dev team has reacted positively to the fame tie in.

On the plus side the experience based leveling system seems to have a lot of support.

Build on the positive, rework the negative.

I am glad this is on the table.

My personal opinion aside there is a lot of good and just as much that needs to be scrapped or reworked.
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