Flagships : Baseline (Large)

Here you can find all the ideas/suggestions that have already been approved by administration. These ideas will stay here in queue till they are implemented or... postponed! Feel free to browse through the ideas, add your own ideas and help us prioritize them correctly.

Re: Flagships : Baseline

Postby sXs » Mon Mar 18, 2019 8:54 pm

Shadowood wrote:I am good with most of what Danik has purposed as a starting point for Flagship.

I would have preferred JessicaA's method, but since this can't be coded I will sadly let it go.

Having said that, I agreed (when JessicaA's suggestion was going) that MoW and SOTL should be excluded from Flagship. Her (CJ's) method would have made those ships a little to strong if in a very active players possession. I was even considering running a Sloop of War and just leveling it up to be a bad ass! With this current suggestion however, with just adding 1 additional trait (2 for a pirate), I think all ships should be on the table. As I stated in my previous post, the trait alone does not make the ship overpowered.

I also agree with Feniks and others that if "Captured" the Flagship should not lose the extra trait that was given/picked. If this be a Pirate Flagship that is stolen I would say:
1. If the player not be a pirate, the pirate trait of course is not active.
2. A Pirate player may only possess 1 Flagship with the Pirate Trait active.

This would be the only trait that should not carry over. All other should stay with the ship IMO.


This baseline is simply that...... a baseline. The simplest form of the mechanic to get it coded. Once coded and Beta tested, it will be developed further.

-Experience leveling(tied in to Shipyard hands hopefully)
-Port attack and defense(Shaman of the seas)
-Blockades
-Enhanced battle tactics
-Letter of Marques and Nation Bounty

All of these things and more can be tied to flagship in some way. It was just too large of a single upgrade to be practical. Dez layed out the baseline which is simply a starting point.

All of the things that people want a flagship to be can still be added if there is a consensus to do so. But we needed a simple place to start because specific points were causing issues. Stripping it down to the basic mechanics seemed to be the best way to proceed.

Now we have people arguing because of what is NOT in the baseline. That is easier to deal with than arguing points about what is in the proposal because they can be added.

It is much easier to add something that isn't there than take something away after it has already been relelased.
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Re: Flagships : Baseline

Postby sXs » Mon Mar 18, 2019 9:02 pm

None of the things that have been discussed are off the table. We just needed to move the process along since Flagship has been approved for quite awhile.
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Re: Flagships : Baseline

Postby Captain Jack » Tue Mar 19, 2019 6:33 am

For rummagers trait discussion , the proposed cap was for both skirmish and plunder.

At all cases, special pirate traits is the idea with value here and we must support it with AT LEAST 3 different traits that pirates will be able to choose from
These will provide much diversification and playground for all.

For the exclussion of sols/mows , may I suggest to allow them at the baseline as initially suggested but clearly declare them outside the experience upgrade once it comes. I mean that you will still be able to have a mow flagship, which is cool, but you wont be able to improve it eith experience like you will be able with another ship type.

This, alongside with specially reserved traits for pirates,can also solve the so called pirate flagship and tie it to one flagship for all.

I will wait for your feedback but I must say that a lot of work has been done already, in a timely fashion. If you belong to the group of people that are still uncertain, as others said above, this is the baseline. There is room for improvement ahead.
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Re: Flagships : Baseline

Postby Vane » Tue Mar 19, 2019 6:37 am

As I said before, I was getting on board with this until it got further whacked. With your suggestions CJ, including MoW and Sotls for now, and having more pirate traits available at the start, I can get behind it once again as a baseline or foundation to what will come later. :y
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Re: Flagships : Baseline

Postby Shadowood » Tue Mar 19, 2019 2:04 pm

Sounds good to me. :beer
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Re: Flagships : Baseline

Postby DezNutz » Tue Mar 19, 2019 2:50 pm

Captain Jack wrote:For the exclussion of sols/mows , may I suggest to allow them at the baseline as initially suggested but clearly declare them outside the experience upgrade once it comes. I mean that you will still be able to have a mow flagship, which is cool, but you wont be able to improve it eith experience like you will be able with another ship type.


I think that is fair. It provides a reason to include SOTLS and MOW while limiting the potential for over powered ships.

I will update.
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