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Career Choice + Bonuses

PostPosted: Sat Nov 12, 2016 5:17 pm
by Vane
(Moved to allow discussion)


I would like to see bonuses applied to players based on their chosen path.

Career Choices:

- Noble
- Merchant
- Pirate
- Privateer
- Naval Officer

Each player would choose a career on the governor page, similar to your name this may only be changed once every 30 days.


Noble:
+ 20% influence gain through build up port
- 20% influence lost from propaganda
+ 5% profit on overall daily profit (calculated at update)
Gains 8 danger per plunder or skirmish

Political Campaign Ability: Target port loses 25% less influence from conspiracy cards for 24 hours. Also reduces influence loss for player in target port at update by 50%. 48 hour cool down. (Only one Political Campaign may be active on any port at one time.)


Merchant:
+ 10% Profit on all sales by fleet action or manual sale (1.5% GB)
- 10% Cost on purchase through fleet action or manual purchase (1.5% GB)
- 10% Officer cost on purchase
2% more of treasury lost when plundered.

Merchant Tycoon Ability: When activated, you gain an additional 10% profit on all sales for 12 hours, 24 hour cool down.


Pirate:
+ 15% additional plunder and skirmish gain (generated by game)
When rum is present on board a ship, that ship gains +10% attack
Gains only 4 danger per plunder or skirmish
‎+ 10% Cost of goods on fleet purchase or manual (2% GB)
- 10% profit on selling goods fleet or manual‎ (2% GB)

Raid Ability: Target one player for 4 hours, this player loses +2.5% treasury per plunder and you only gain 3 danger per plunder on that player. 48 hour cool down.


Privateer:
+ 5% Bonus to Attack
+ 5% Bonus to Defense
+ 5% additional plunder gain (generated by game)
+ 5% trade profit on selling goods (1% GB)
- 1 danger per plunder or skirmish
(no negative balanced play style)

Letter of Marque Ability: Select target nation, for 24 hours you gain an additional 15% plunder (generated by game) and 2% from your target when you attack players of that nation. You also lose 1 danger per attack on players of that nation. 48 hour cool down.


Naval Officer:
+15% ship defense when attacked
‎Loses 22 danger per defend skirmish or plunder
‎Cannons cost 50% less at upkeep
+ 7% Cost of goods on fleet purchase or manual (1% GB)
- 7% profit on selling goods fleet or manual‎ (1% GB)

Guard Ability: activate on target player for 24 hours, that player has a 50% chance hostile voodoo will fail. 48 hour cool down.



I believe more battles will be generated from this as well as a need for strategy and teamwork based on defense and raiding.

Numbers are open for discussion. I went with what sounded good off the top of my head.

EDIT: Added bonus to Privateers attack and defence to make it more rounded and balanced between pirate and navy

-1

Re: Career Choice + Bonuses

PostPosted: Sat Nov 12, 2016 5:18 pm
by Vane
Charles Vane wrote:
John Avery wrote:How would such be classed?

Privateer to Naval Officer?


How do you mean?

Re: Career Choice + Bonuses

PostPosted: Sat Nov 12, 2016 5:20 pm
by Vane
Charles Vane wrote:
Wolfie wrote:This would make too linear and probbably lower the player base not to mention players who calassifie themselves as opportunist such as myself... but there could be some ideas that could be worked on...


You want to be an opportunist go privateer, no drawback and additional income + less danger...

Re: Career Choice + Bonuses

PostPosted: Sat Nov 12, 2016 5:57 pm
by DezNutz
I would add that changes also cost credits, with the initial selection and first change being free, but all subsequent changes cost credits. Additionally the cost increases for each change.

I think the Political Campaign Ability needs adjustment. 3 players could protect a port constantly. Maybe change it to reverse the effect of the daily update influence loss. Such as player gains x% of existing influence in select port at update.

Re: Career Choice + Bonuses

PostPosted: Sat Nov 12, 2016 6:48 pm
by Bmw
It would be good I will suggest that a few things be changed but I don't really know how but it should cost 20 credits or so to change classes and you can do that at any point but that the first 5 changes are free (so you can explore them all first off) and that once every 3 months you get another free change of class

Re: Career Choice + Bonuses

PostPosted: Sat Nov 12, 2016 7:11 pm
by Vane
DezNutz wrote:I would add that changes also cost credits, with the initial selection and first change being free, but all subsequent changes cost credits. Additionally the cost increases for each change.

I think the Political Campaign Ability needs adjustment. 3 players could protect a port constantly. Maybe change it to reverse the effect of the daily update influence loss. Such as player gains x% of existing influence in select port at update.


I agree on adjusting political Campaign, perhaps it can reduce conspiracy by 25% (only one may be used on any one ports at one time) and reduce daily influence loss by 50% at update.

I don't think the cost in credits should change the option needs t remain just as easy as any other time if that player wishes to change his playstyle. Perhaps a set cost of 50 credits every change, the first 3 can be free to offer.


Bmw wrote:It would be good I will suggest that a few things be changed but I don't really know how but it should cost 20 credits or so to change classes and you can do that at any point but that the first 5 changes are free (so you can explore them all first off) and that once every 3 months you get another free change of class



I also disagree with having the ability to change anytime one wants, this needs a 30 day cool down.

Re: Career Choice + Bonuses

PostPosted: Sat Nov 12, 2016 8:03 pm
by Grimrock Litless
This would destroy the ability for people to change roles/job.

Pirate:
+ 15% additional plunder and skirmish gain (generated by game)
When rum is present on board a ship, that ship gains +10% attack
Gains only 4 danger per plunder or skirmish
‎+ 10% Cost of goods on fleet purchase or manual (2% GB)
Fine with those ^^^

- 10% profit on selling goods fleet or manual‎ (2% GB)
Useless, most pirates don't sell stuff so this counter to his gain is really useless + if the person is to have more ships to do both pirate and merchant, he ain't a pirate anymore.
How about we have it so that its relevent to counter a pirate and not to be retardare.
Like, because he is a pirate so to buy stuff, it cost 20% more.

Raid Ability: Target one player for 4 hours, this player loses +2.5% treasury per plunder and you only gain 3 danger per plunder on that player. 48 hour cool down.
Really op, on a single any merchant with 40 fleets or more, which is quite common, would make him easily lose ships with just 3 foj cast, the point of having money at hand is to stop from losing ship, this makes death to merchants. The 3 danger means that one can attack 6 times and get attacked back once, this only again, makes it hard for merchants to fight back. With 6 attack the target would have lost around 14% of his treasury at hand, and when one have 40 fleets or more, thats just, again retardare.

Re: Career Choice + Bonuses

PostPosted: Sat Nov 12, 2016 8:06 pm
by DezNutz
Grimrock Litless wrote:This would destroy the ability for people to change roles/job.

Pirate:
+ 15% additional plunder and skirmish gain (generated by game)
When rum is present on board a ship, that ship gains +10% attack
Gains only 4 danger per plunder or skirmish
‎+ 10% Cost of goods on fleet purchase or manual (2% GB)
Fine with those ^^^

- 10% profit on selling goods fleet or manual‎ (2% GB)
Useless, most pirates don't sell stuff so this counter to his gain is really useless + if the person is to have more ships to do both pirate and merchant, he ain't a pirate anymore.
How about we have it so that its relevent to counter a pirate and not to be retardare.
Like, because he is a pirate so to buy stuff, it cost 20% more.

Raid Ability: Target one player for 4 hours, this player loses +2.5% treasury per plunder and you only gain 3 danger per plunder on that player. 48 hour cool down.
Really op, on a single any merchant with 40 fleets or more, which is quite common, would make him easily lose ships with just 3 foj cast, the point of having money at hand is to stop from losing ship, this makes death to merchants. The 3 danger means that one can attack 6 times and get attacked back once, this only again, makes it hard for merchants to fight back. With 6 attack the target would have lost around 14% of his treasury at hand, and when one have 40 fleets or more, thats just, again retardare.


It doesn't lock someone down to playing that role, it just gives them a bonus for a specific role. I can get the bonus of X but play as Y.

Re: Career Choice + Bonuses

PostPosted: Sat Nov 12, 2016 8:08 pm
by Vane
Grimrock Litless wrote:This would destroy the ability for people to change roles/job.

Pirate:
+ 15% additional plunder and skirmish gain (generated by game)
When rum is present on board a ship, that ship gains +10% attack
Gains only 4 danger per plunder or skirmish
‎+ 10% Cost of goods on fleet purchase or manual (2% GB)
Fine with those ^^^

- 10% profit on selling goods fleet or manual‎ (2% GB)
Useless, most pirates don't sell stuff so this counter to his gain is really useless + if the person is to have more ships to do both pirate and merchant, he ain't a pirate anymore.
How about we have it so that its relevent to counter a pirate and not to be retardare.
Like, because he is a pirate so to buy stuff, it cost 20% more.

Raid Ability: Target one player for 4 hours, this player loses +2.5% treasury per plunder and you only gain 3 danger per plunder on that player. 48 hour cool down.
Really op, on a single any merchant with 40 fleets or more, which is quite common, would make him easily lose ships with just 3 foj cast, the point of having money at hand is to stop from losing ship, this makes death to merchants. The 3 danger means that one can attack 6 times and get attacked back once, this only again, makes it hard for merchants to fight back. With 6 attack the target would have lost around 14% of his treasury at hand, and when one have 40 fleets or more, thats just, again retardare.



Thus the need for Naval Officers to protect merchants with their ability, and with the merchants making so much more through their bonuses why not carry more and protect yourself from losses....

Re: Career Choice + Bonuses

PostPosted: Sat Nov 12, 2016 8:08 pm
by Grimrock Litless
Yes, but the career choice is picked at the start so, if the person started as a merchant, have buff as a merchant if he turns pirate, does he have pirate buff?