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New Tech : Better Planning

PostPosted: Tue Aug 09, 2016 1:42 pm
by Grimrock Litless
Each level makes building a ship cost 1 turn less. (A limit of no lower then 5 turns to build a ship.)

Tho, a limit can be added, but just the basic start.

5000000 gc, each level increases by 10% from the last one.

Re: New Tech : Better Planning

PostPosted: Tue Aug 09, 2016 1:49 pm
by PhoenixKnight
-1

Not of value for the cost.

Re: New Tech : Better Planning

PostPosted: Tue Aug 09, 2016 1:52 pm
by Grimrock Litless
This is a suggestion bro, can always change it.

Re: New Tech : Better Planning

PostPosted: Tue Aug 09, 2016 1:52 pm
by Grimrock Litless
Each level makes building a ship cost 1 turn less. (A limit of no lower then 5 turns to build a ship.)

Tho, a limit can be added, but just the basic start.

1000000 gc, each level increases by 10% from the last one.

Re: New Tech : Better Planning

PostPosted: Tue Aug 09, 2016 1:55 pm
by DezNutz
-

Include a percentage reduction in resource cost each level. So like 2.5% per level so when you reach level 20, ship building is reduced to 50% resource cost.

Re: New Tech : Better Planning

PostPosted: Tue Aug 09, 2016 2:03 pm
by Haron
Ships, specially trading ships of low level, are very cheap to build. The gold hardly matters. Getting the resources there is only an issue for the very smallest players. But the turns matter. Paying 25 turns for an LMM makes it hard to get lots at one day. This, in turn, makes it possible to make a profit selling such ships on the market. I fear that such a technology would make the LMM trade on the market all but disappear.

I think people need to take care of the ships they have. Level one ships may sink if attacked, so make sure you level them up once or twice - or at least carry a tail with a decent level. If LMMs cost only 5 turns, then losing one becomes less of an issue. And I think it SHOULD matter when you lose trading ships.

I agree with Phoenix that the price is steep, though. But I'm more concerned about the effect. Like Guluere said, adjusting the price is a small issue. The question is if the principle behind the technology is good. I think it is not. But I would like to hear arguments to the contrary, if anyone care to present them.

Re: New Tech : Better Planning

PostPosted: Tue Aug 09, 2016 2:38 pm
by PhoenixKnight
Guluere wrote:Each level makes building a ship cost 1 turn less. (A limit of no lower then 5 turns to build a ship.)

Tho, a limit can be added, but just the basic start.

1000000 gc, each level increases by 10% from the last one.


So Let's take the SOTL for instance. it costs 145 turns. with level 20 of this tech, it will cost 125. Keep in mind you gain turns automatically, so those 20 are essentially 2-3 hours wait. Now per your cost, it will cost 57.25 million to get that reduction. This cost will allow you to build 76 new SOTL, or 3 level 10 SOTL. Hardly worth it. Now if it was reduction on materials by 10% of the previous level, it might be slightly better but still the cost is too high considering how much the material prices are. Overall, your breakeven point is just too high.

Re: New Tech : Better Planning

PostPosted: Tue Aug 09, 2016 2:53 pm
by Haron
PhoenixKnight wrote:
Guluere wrote:Each level makes building a ship cost 1 turn less. (A limit of no lower then 5 turns to build a ship.)

Tho, a limit can be added, but just the basic start.

1000000 gc, each level increases by 10% from the last one.


So Let's take the SOTL for instance. it costs 145 turns. with level 20 of this tech, it will cost 125. Keep in mind you gain turns automatically, so those 20 are essentially 2-3 hours wait. Now per your cost, it will cost 57.25 million to get that reduction. This cost will allow you to build 76 new SOTL, or 3 level 10 SOTL. Hardly worth it. Now if it was reduction on materials by 10% of the previous level, it might be slightly better but still the cost is too high considering how much the material prices are. Overall, your breakeven point is just too high.


Let's take another example: The LMM. The tech still costs 57.25 M gc, but the reduction is from 25 turns to 5 turns. You get 144 turns every day (let's say 150, to make it simpler). That would allow you to build 6 LMMs each day ordinarily, but all of 30 LMMs each day with this new technology. The cost in gold and resources would be the same, but you could make a decent profit selling these to the market (assuming this technology would not affect prices, which it would). Are the 24 extra LMMs pr day worth 57.25 M? Not sure. It might be, though. Not sure if this would be entirely within the rules, but let's say a large guild dedicated one player to be a "shipwright", and provide the rest of the guild with ships. I think it might be possible to earn back those 57.25 M this way, although it certainly would take some time. I guess those with 500 trading ships are more qualified than me to say how valuable this would be.

I still don't like the technology, though. But I believe the latest price suggestion might make it worthwhile for certain players.

Re: New Tech : Better Planning

PostPosted: Tue Aug 09, 2016 3:05 pm
by Shadowood
How about my suggestion with tying this into Shipwright Management. You can review this here...

viewtopic.php?f=5&t=2132&p=25227#p25227

Kind of the same idea, just not putting a new tech, we could add to an existing one.

Re: New Tech : Better Planning

PostPosted: Tue Aug 09, 2016 3:36 pm
by Grimrock Litless
Shadowood wrote:How about my suggestion with tying this into Shipwright Management. You can review this here...

viewtopic.php?f=5&t=2132&p=25227#p25227

Kind of the same idea, just not putting a new tech, we could add to an existing one.


If we put it into a existing tech, that tach cost would go up, which in turn, would ruin the fact that plentyful players already upgraded the tech and arguments on it being unfair will pop up.