by Captain Jack » Wed Oct 24, 2012 3:54 pm
Some points to consider:
-We want the cargo hold of each ship to be historically correct.
-Setting crew to affect ship cargo is unrealistic; a ship's cargo is only relevant to the ship type (and/or condition).
-We want as much realism and historic correct variables as possible, mostly to make the game easier as it is already can be very complex.
-Max Cargo hold value is something dangerous to affect dynamically (ie with crew count or ship damage) as it (primarily) would cost a lot in server resources. Max Cargo hold is involved in a lot of calculations and playing screens and we need to keep it as tidy as possible to avoid such problems or we will risk crippling server capabilities (especially when we always plan ahead in order to host thousands of players in the same time online). If we are to affect cargo of a ship, this should always only happen on cargo CURRENTLY carried and not MAX cargo hold. For example, we are open to battle abilities that will reduce cargo (or crew).
Now, let me now reason the above proposed tweaks for cargo hold so everyone can see our approach.
Ship of the Line -> Reduce by 20 -> 60
A cargo of 80 is large for a warship. Roleplay commands that this ship uses its cargo hold for extra armor, extra cannons, extra room for the crew holds and extra room for food supplies for its crew. Not to mention that warships are by construct more agile which means less cargo by default. This is the roleplay explanation of lower cargo holds for warships and here we primarily want to lower the max cargo hold for any warship.
Gameplay wise, if I am right, it is the fastest ship after cutter so it could be used easily for store missions over large merchantman. The greatest problem with this is the unrealism.
Brig -> Reduce by 20 -> 50
If we reduce SoL's cargo, then this cargo has to be reduced to maintain balance for warships. More warships may be affected in a second ship cargo revision. (Just like we did with Ship speeds, we affected it two-three times till we found the best one).
Merchantman -> Reduce by 10 -> 90]/b]
As it is now, no reason to ever pick a Galleon over a Merchantman. No reason at all. This needs to change a bit (It won't but it is a start)
[b]Galleon -> Increase by 10 -> 100
An extra inceptive to use Galleon. Plus galleons have less room for crew and are bigger ships than merchantmen (also slower) therefore they must have larger cargo (historically correct/realism).
Large Fluyt -> Increase by 10 -> 110
These ships advantage is the price (historically correct too!). If you estimate the total cost needed, it is the cheapest ship to build for trading in a cargo/cost ratio (speed is what makes it not a popular choice). They are underused. These ships compare to Large Merchantmen and Trade Galleons so a big player will most probably go for Large Merchantmen anyway as the cost is not a problem for a developed player. Therefore we add some cargo as a little inceptive.
Trade Galleon -> Increase by 10 -> 150
A hefty upgrade to it that will still keep it second behind Large Merchantmen but in close tight for short trips. It is yet unknown if a 60 crew Lvl 1 Trade Galleon which with this change makes less money in the popular Tortuga-Tzogos route fights better than a lvl 1 Large Merchantman with 30 crew. The upkeep cost is sure greater and upgrading costs about the same. It won't matter much now anyway but perhaps in the future it will.
These tweaks are part of an overall plan where ship selection will become more meaningful. With addition of ship abilities and more ideas we can make it more strategic.
One idea we are currently thinking, is to make Ship building available through Nation control. Here is the idea description (nothing decided, just an idea):
-All ports will offer 3 types of ships: Howker, Cutter, Sloop
-Additional Ship Types will be defined by the Nation that controls the port.
-Nations will need to research the ship in order to offer it in the shipwright.
-The council of each nation will decide the ship type used by the nation.
-Research will need turns and gold from the nation. Part of the gold will be paid from Nation treasury which will only rise through taxpayers.
-Any player will be able to build the ship offered in shipwright but there will be a bonus if you are same nation (better price bonus).
-Nations will receive the extra gold paid by non-citizens in their treasury.
-Pirate controlled ports will offer a predefined set of ships which will not need research (Brigantine,Brig,Brig of War) and will not be subject to change.
-We will most probably add one more ship type (either with this idea or at another point): Man'o'war. This will be stronger than Ship of the Line but there will be a hefty price and certain difficulties to obtain it and finally any player will be restricted to perhaps only one such ship.
-When this idea is introduced, most ship types will be unavailable in the shipwrights. However this is not expected to last long as strong nations will be able to pull their researches pretty fast.
Now, some details on ship research, which will make all the difference.
-We will not allow nations to research all ship types. For example, Spain used to build only Galleons (Galleons, Trade Galleons, War Galleons, Flag Galleons). We will try to achieve something similar here and there will be restrictions to achieve it.
-This will not stop a player from getting ANY ship he likes as long as it is available at one port. However, depending on the nation he belongs, he will get special prizes on the nation offered ship types.
-The only restriction perhaps could be for the nations at war. If you are English and your nation is at WAR with France, you will not be able to use the shipwright in French ports.
In another example, if Spain only offers Galleon types of Ships while The Netherlands offers Fluyts and I am Spanish, I will have much better price/turn cost for Galleons in Spanish ports, therefore it will be better for me to get such ships.
Further ideas that may happen sooner or later:
-Redefine Hit Points for each ship: We intend to publish all Hit Point values for every ship and start a public discussion for possible tweaks.
-Ship/Captain/Character Abilities (We already have had some discussion about it, just mentioning it here for future reference).
-Battle Formations; Different ships will be able to perform different formations. Formations will be carried by the Fleet Admiral and different combos will offer different formations. Formations will affect battle and whatever else we might find interesting (danger/trade route/flee chance/bounty/fame/etc)
All these options will provide different setups that will serve different styles; the player will get to choose the the style he/she prefers. There should be no automatic winner, like it is now with Large Merchantman for trading and Ship of the Line for battles. These ships should remain top but there should be given different options so every player will have reasons to mix his fleets a bit in order to achieve what suits him.
Some mixing already takes place but it is limited. This should be improved in the future.
While all these ideas are still on discussion, as the game grows bigger and older, such changes are inevitable. Right now, what is imminent, is the ship cargo hold as it is the easiest one to begin with.