Shipyard Tech

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Shipyard Tech

Postby Shadowood » Fri Dec 02, 2016 11:45 pm

To compliment and enhance the new impending Ship Abilities, I came up with the tech Shipyard.

*Prerequisite Shipwright lvl 10*
I credit CJ with the below thought as this came up in a recent discussion with him.

Shipyard will be a place for Shipwrights to enhance their ship building abilities and gain access to more ATT POINTS. Which will be needed also when new Ship Abilities come about. (I think anyway)

Improve chances on attribute points earned on upgrade. 2.5% better chances to get 5 attributes at every upgrade and 5% better chances to get 4 attributes. As a result, at lvl 20 you will be guaranteed to get at least 4 attributes per upgrade. With the 50% chance to get 5, everyone with a lvl 20 of this technology should easily produce a 46 attributes ship.

On top of this, we can add an extra bonus of +1 attribute point at lvl 10 for ships you build.
At lvl 20, +2 attribute points for ships you build.

Considering the value of a Master Craftsmen, I would put the cost of this tech very similar to Gunpower or Metalugy as ATT points are very nice to have and add value when selling or plundering good ships.
Last edited by Shadowood on Fri Dec 16, 2016 6:51 pm, edited 2 times in total.
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Re: Shipyard Tech

Postby Lockreed » Sat Dec 03, 2016 4:42 am

+1
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Re: Shipyard Tech

Postby Vane » Sat Dec 03, 2016 5:45 am

Don't have anything to add... love it!

+1
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Re: Shipyard Tech

Postby Malachi Constant » Sat Dec 03, 2016 6:14 am

+1
....but. perhaps Master Craftsmen should be demoted to uncommon eventually, it's price will trend down I am sure. Same with the ship market, eventually, but it will be hog heaven in ship market for those that get in early
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Re: Shipyard Tech

Postby Vane » Sat Dec 03, 2016 6:56 am

Malachi Constant wrote:+1
....but. perhaps Master Craftsmen should be demoted to uncommon eventually, it's price will trend down I am sure. Same with the ship market, eventually, but it will be hog heaven in ship market for those that get in early


I disagree with this. This tech would make better ships available. Ones with higher potential for the use of MC cards. MC should be expensive and rare, especially if better ships or possible.

Making it to easy to obtain 60 att ships is an awful idea. This is one area that needs to remain difficult and costly to obtain.
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Re: Shipyard Tech

Postby Admiral Nelson » Sat Dec 03, 2016 7:54 am

I have to go with Edwarde Hawke on this one, in the olden days of avonmora - 60 Attribute be god like ships.

When Technology's came out, it was kind of destroyed if someone had a 50 attribute sotl and level 20 Metallurgy and level 20 Gunpowder they could easily cause havoc amongst the ship of the line. I personally feel this implementation, as Hawke describes would ruin the power of 60 Attribute ships even more.

-1.

Maybe I am just drunk...
Last edited by Admiral Nelson on Sat Dec 03, 2016 9:26 am, edited 1 time in total.
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Re: Shipyard Tech

Postby Malachi Constant » Sat Dec 03, 2016 9:17 am

Charles Vane wrote:
Malachi Constant wrote:+1
....but. perhaps Master Craftsmen should be demoted to uncommon eventually, it's price will trend down I am sure. Same with the ship market, eventually, but it will be hog heaven in ship market for those that get in early


I disagree with this. This tech would make better ships available. Ones with higher potential for the use of MC cards. MC should be expensive and rare, especially if better ships or possible.

Making it to easy to obtain 60 att ships is an awful idea. This is one area that needs to remain difficult and costly to obtain.


Yeah, you are right as I think about it more. I was a little knee **** reacting in the ramifications on cards and markets and my suggestion would actually worsen what I don't want to happen.
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Re: Shipyard Tech

Postby Admiral Nelson » Sat Dec 03, 2016 9:20 am

You are not a ****!

What is a ****?
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Re: Shipyard Tech

Postby Malachi Constant » Sat Dec 03, 2016 9:24 am

John Avery wrote:You are not a ****!

What is a ****?



a knee **** reaction? edited for whatever reason but common phrase. Don't think I'm known for name calling and insulting anyone on here but there have been some well rummed evenings
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Re: Shipyard Tech

Postby Valar Morghulis » Sat Dec 03, 2016 10:32 am

There may be some other options for Shipyard tech that may refine a vessel and not tamper with existing practice.

Sails:
New fabrics, production methods and new cuts available for the ship in question. Making it a better handling and faster ship but should be somehow linked with rigging and rudder tech and may affect both positive and negative (a superior sail can't be utilized with a bad rigging and rudder - making it lousier than a normal one)

Rigging:
Rigging of masts, lines, gears, lines and sails are improved. Should affect maneuverability and fighting provess since fewer crew is
necessary for handling the ship faster and thus freeing more people to serve the cannons. Should be interlinked with Sails and rudder tech both negative and positive. Up to a certain point it improves stats but at higher levels it should go both ways (can't utilize sails and affect handling negatively)

Rudder tech:
Easier and faster maneuverability of the said ship. Higher levels may affect both positive and negative for the same reasons as on rigging and sails

Discipline:
Improves/decrease crews morale. Should be pending to reflect realities. A lack of discipline affects crew negatively but too much of it and there may be a mutiny (ref: superior english warships declined to fight inferior pirates in real life. Crew pushed too far with random flogging keel hauling and various other pleasantries).

Pride:
A proud ship inspires the crew to work harder. Interlinked with discipline since a pushed crew becomes hateful of their service and morale worsens.

Food:
Mostly quality on it. Works both ways and interlinked with pride and discipline. A full belly makes a man happy. Too much of it and he becomes lazy. Not enough and he becomes grumpy.

Cargo handling:
This is not something that can be altered by the player itself but should rather be affected by the above mentioned setup. A fighter is not a good cargo handler. To balance it may be set up so a fighting vessel is quite sloppy cargo wise - may be a random number of goods that disappear from the vessel.

Port (cargo handling):
Not something that can be handled by the player itself but is affected by how the vessel is specialized. A fighter is not a good cargo handler and time spent in port to shift cargo should be handled negatively.


Think it's worth a discussion.

There should also be a cost involved in improving a vessel on the abovementioned so it doesn't offset the importance of Master craftmanship.
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