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Future Hideout Buildings

PostPosted: Thu Mar 12, 2015 8:47 pm
by Captain Jack
Release of the Hideout is nearing. Banks will be released in Hideout v1.0 (despite the fact that the initial plan had them to follow the release of hideout - the necessity of banks beaten the excess time that the Banks development required).

However, we need to plan ahead. Once the Hideout is out, we will have some more interesting features released (such as Ship Special abilities), some laws and perhaps some voodoo tweaks/adds/removals. At some point,we will need to add more buildings to this great new feature. This topic is for general discussion on buildings that we want to add. Feel free to add your part and I will be trying to update the first post with all ideas included (similarly in the fashion of the topic: A pirate's Wishlist).

-Academy
This building will allow players to research various technologies that will grant bonuses.
viewtopic.php?f=4&t=1262

-Witch Hut
Enhance current cards and create truly devastating personalized voodoo. Use them or sell them at the market.
viewtopic.php?f=4&t=940

-Production Buildings
For all resources.

Re: Future Hideout Buildings

PostPosted: Thu Mar 12, 2015 9:00 pm
by TheLoveTiger
For this update is there a planned extended period of down time?

Re: Future Hideout Buildings

PostPosted: Fri Mar 13, 2015 1:28 am
by Barnabas Sackett
What about an officers academy- better quality officers to affect speed, profits, battles?

Re: Future Hideout Buildings

PostPosted: Fri Mar 13, 2015 3:34 pm
by Slindur
+1 on all 3 buildings that Capt Jack said. I assume that you are meaning a type of building for each resource, which I think is a good idea.

+1 to Rasec's idea on a building for officer. If "Academy" is the name for the technologies, then I think it would be good to not repeat it in the Officer's building name.

Re: Future Hideout Buildings

PostPosted: Fri Mar 13, 2015 11:43 pm
by Mr. Rothschild
Murphy MacManus wrote:For this update is there a planned extended period of down time?


I have the same question.

Re: Future Hideout Buildings

PostPosted: Sat Mar 14, 2015 12:07 am
by Most Lee Harmless
Slindur wrote:+1 on all 3 buildings that Capt Jack said. I assume that you are meaning a type of building for each resource, which I think is a good idea.

+1 to Rasec's idea on a building for officer. If "Academy" is the name for the technologies, then I think it would be good to not repeat it in the Officer's building name.


I think an 'officers' qualifications could be some of the 'technologies' in the Academy itself : research 'Navigation' to give a permanent speed boost, for example : 'Leadership' would give a defence boost : 'Tactics' would boost attack : 'Accountancy' a boost to fleet profits : To a degree, this research would not be unlike gaining a 'permanent' voodoo card such as 'Favourable winds', 'East/West India', 'Drum/Bless', thus should be well worth the effort acquiring them. Taking that line of thought, we can then create other technologies : 'Intelligence' could add a 'piercing' bonus to Spy Network : it might also give a trade bonus, as your merchants will have superior market information as well : if you also have 'levels' of each technology, giving a greater bonus as each is upgraded, then a 'technology tree' can be created in time : with some technologies only available once other basic ones have been acquired : Attack-based technologies may require you to have already added officer technology levels like 'navigation' for example.

Re: Future Hideout Buildings

PostPosted: Sat Mar 14, 2015 3:06 am
by Sir Henry Morgan
It is not a new idea for a new building, but perhaps a feature of the Mansion - A Pirate and His Mistress(es)

As a Pirate's spouse provides a voodoo card every 24 hours daily, perhaps a mistress, who is visiting the mansion, happens to have a tid bit of "information" she has learned - who's selling gold bars? Who's borrowing money? Where's so-and-so's prize ship? How many trade fleets does "so and so" have? What fleet is carrying gold? What's being said in the Tokelau forums? - just random information that she has learned. The catch would be it may or may not be true. It may be old news, it may be recent news.

The key would be the long laundry list of information that would be needed to supply provide this feature, as it would change hour by hour - it would probably have to be some fairly simple and straight-forward information. (Much beyond my comprehension as to programming such a feature.)

This could be tied to the Mansion level, with a level 1 providing a 5% chance of providing a truthful rumor, and a level 20 mansion providing a 95% truthful rumor. Dependability could depend upon frequency - a Level 1 would provide a 5% chance truthful rumor once every 10 days, while a level 20 would provide a 5% chance of a truthful rumor every day, or a 95% chance truthful rumor every 10 days....

Entertaining a mistress in a huge mansion in a hideout would provide a bit more "dependability upon a mistress (or two) wishing to remain loyal to such a rich and powerful entrepreneur. Just some ideas that have been discussed before.

Here's the thread where it was earlier discussed:

http://www.piratesglory.com/forums/viewtopic.php?f=4&t=707

Re: Future Hideout Buildings

PostPosted: Sat Mar 14, 2015 3:12 am
by Francois le Clerc
+1 to Sir Henry Morgans idea

+1 to Rasec's idea

Re: Future Hideout Buildings

PostPosted: Sat Mar 14, 2015 3:15 am
by Most Lee Harmless
intriguing notion : can it be tied to 'governors daughters'? As in, by entertaining your 'mistress' from say, Kanoni, you might get some useful gossip about that port : fleets, warehouses, hide-outs (?) etc ; this would encourage 'romantic escapades' beyond gaining a 'wife' for her presents, and add some benefits to wooing wider afield... as with your wife, your relationship will govern how useful/truthful such pillow talk may be...

Re: Future Hideout Buildings

PostPosted: Sat Mar 14, 2015 3:52 am
by Sir Henry Morgan
That was my thinking - in addition to fame, perhaps keeping them with their heads in the clouds could provide even more "quality" information. There are plenty of numbers to increase the or decrease the likelihood of quality information. Number of mistresses, levels of mansion, how happy she is, her attitude, angry, content, etc. This, along with Port Gossip, will provide some great opportunities with the skirmish feature.

Here's a notion as well - if you mistress happens to be someone's wife, perhaps she could be "influenced' to provide faulty information - but now we're talking about some very, very convoluted programming parameters, much like real life! I think it may prove too much to program.

An easier idea to work the gossip of the mistress in a different manner - in order to receive a tidbit of information, you have to provide her with a tidbit of information, either about yourself or about someone else. The information can be true or false, depending upon your motives.

If there is not tip to be had, then she says so. If there is, the program would randomly provide a tip someone has generated. Each tip could be used say twice, so the pool of tips would grow. If a time limit is used, each tip could disappear either after it is used twice, or 24 hours has past.

I realize some folks would just use the same tip over and over, but there would be some out there who would be ready to start rumors and start something. Perhaps you wish to bait someone into a trap, or mislead someone by actually providing a true fact. It would definitely prove interesting....