New technology : Rutters (Small)

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Re: New technology : Rutters

Postby Captain dungeness » Mon Jan 30, 2017 7:37 am

I have finally formed my suggestion. Tell me if this sounds interesting.

Background:
The Captain's Rutter is a logbook of all the known hazards and details of the local area. Captains who spend their time in one area will achieve a high level of detailed knowledge about the area that allows for superior navigation and strategy. Not just any ship captain can draw up the detailed map and measurements needed for a Rutter, only a knowledgeable mapmaker can produce a usable record of the terrain. The advantage gained by such a detailed book is so great that captains treasure the Rutter as an invaluable tool and guard it's contents with their life. Only the most trusted of companions will ever know where a captain keeps his or her Rutter and very few ever have the opportunity to copy it's contents into their own Rutter.

Description:
The Rutter would be a large book found in the Captain's log. Clicking on the Rutter brings up a map of Avonmora which allows you to click on any port to bring up a detailed map of that port divided into 256 regions (squares). The player can choose one square to explore for the next 24 hours (turns can speed up the process). Once explored the region adds +0.04% chance to hit in combat at that port and -0.1% travel time when departing that port. Once the 256 regions of the port are explored and written in the Rutter the total percent chance to hit is +10.24% and travel time is 25.6% shorter.

There are 2 other ways to acquire Rutter Logs:
1) A player can share explored regions with other players by selecting which regions to share and which player number.

2) Each battle won has a 20% chance of awarding 1 region to the attacker but only regions explored by the defender may be found by the attacker.

Once a region has been recorded in a player's Rutter it can never be lost, only copied by another player.

Here is a mock-up of what I imagine it would look like:
Image
The blue squares of ocean are the explored ones and the paper-colored squares are unexplored. The player can choose which square to explore next and can choose which square to share with a target player. As the whole map gets explored it might to look like this:
Image


Discussion:
I believe this feature would provide interesting depth to combat and trading and would benefit strong guilds who divide-and-conquer mapping the ports of Avonmora. It would be a prized posession for the guild officers who have received the information and might be a tool of betrayal for a nefarious soul...

New players who join a training guild might be rewarded for sharing their Rutter Logs with the guild officers and maybe some guilds might offer Rutter Logs to new players as a recruitment device. Within one year a guild could conceivably chart the entirety of Avonmora but the trust and loyalty required to keep the information secret would be difficult at best. Large traders may find it worthwhile to pay for Rutter Logs in ports where they require faster travel times. Pirates may find it easiest to plunder large traders who have collected many Rutter Logs in the ports where their ships travel. A particularly brash pirate may demand a trader pay tribute in the form of Rutter Logs.

256 regions x 21 ports is 5,376 total regions so one player acting alone would barely manage mapping 1.3 ports in a year without using turns. Thus cooperation, coercion and competition are encouraged. I have proposed that only 1 region can be explored per day per player because allowing any fleet to explore would mean a huge trader could explore everything within a month or two.

The detailed maps of each port would add a much needed visual aspect to the world of Avonmora. I have long wanted to see more detail of the world we sail and conquer.

Question:
Is +10.24% chance to hit and -25.6% travel time too much or too little? If the advantage of collecting Rutter Logs is not great then players will consider it a hassle and not bother with the feature. Are there other advantages that Rutter Logs should provide?
Should there be more than 256 regions per port?

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Re: New technology : Rutters

Postby Maha » Mon Jan 30, 2017 7:52 am

first quick reaction.
Rutters contained info of known hazards like 'shipwrecks' and other noteworthy stuff like fish concentrations.
adding shipwrecks to the grid would allow to resurvey certain area's because ships will sink and other will be salvaged. a dedicated salvage tycoon wants his charts up to date for that.

likewise, fish migrate, so that a onetime survey will only give partial knowledge. knowing when and where shoals migrate gives the humble fisher a boon.

Captain Jack has mentioned his interest in adding characters to the game, the 'Cartographer' could be such an addition, unlocking this feature
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Re: New technology : Rutters

Postby Grimrock Litless » Mon Jan 30, 2017 8:53 am

Spoiler: show
Captain dungeness wrote:I have finally formed my suggestion. Tell me if this sounds interesting.

Background:
The Captain's Rutter is a logbook of all the known hazards and details of the local area. Captains who spend their time in one area will achieve a high level of detailed knowledge about the area that allows for superior navigation and strategy. Not just any ship captain can draw up the detailed map and measurements needed for a Rutter, only a knowledgeable mapmaker can produce a usable record of the terrain. The advantage gained by such a detailed book is so great that captains treasure the Rutter as an invaluable tool and guard it's contents with their life. Only the most trusted of companions will ever know where a captain keeps his or her Rutter and very few ever have the opportunity to copy it's contents into their own Rutter.

Description:
The Rutter would be a large book found in the Captain's log. Clicking on the Rutter brings up a map of Avonmora which allows you to click on any port to bring up a detailed map of that port divided into 256 regions (squares). The player can choose one square to explore for the next 24 hours (turns can speed up the process). Once explored the region adds +0.04% chance to hit in combat at that port and -0.1% travel time when departing that port. Once the 256 regions of the port are explored and written in the Rutter the total percent chance to hit is +10.24% and travel time is 25.6% shorter.

There are 2 other ways to acquire Rutter Logs:
1) A player can share explored regions with other players by selecting which regions to share and which player number.

2) Each battle won has a 20% chance of awarding 1 region to the attacker but only regions explored by the defender may be found by the attacker.

Once a region has been recorded in a player's Rutter it can never be lost, only copied by another player.

Here is a mock-up of what I imagine it would look like:
Image
The blue squares of ocean are the explored ones and the paper-colored squares are unexplored. The player can choose which square to explore next and can choose which square to share with a target player. As the whole map gets explored it might to look like this:
Image


Discussion:
I believe this feature would provide interesting depth to combat and trading and would benefit strong guilds who divide-and-conquer mapping the ports of Avonmora. It would be a prized posession for the guild officers who have received the information and might be a tool of betrayal for a nefarious soul...

New players who join a training guild might be rewarded for sharing their Rutter Logs with the guild officers and maybe some guilds might offer Rutter Logs to new players as a recruitment device. Within one year a guild could conceivably chart the entirety of Avonmora but the trust and loyalty required to keep the information secret would be difficult at best. Large traders may find it worthwhile to pay for Rutter Logs in ports where they require faster travel times. Pirates may find it easiest to plunder large traders who have collected many Rutter Logs in the ports where their ships travel. A particularly brash pirate may demand a trader pay tribute in the form of Rutter Logs.

256 regions x 21 ports is 5,376 total regions so one player acting alone would barely manage mapping 1.3 ports in a year without using turns. Thus cooperation, coercion and competition are encouraged. I have proposed that only 1 region can be explored per day per player because allowing any fleet to explore would mean a huge trader could explore everything within a month or two.

The detailed maps of each port would add a much needed visual aspect to the world of Avonmora. I have long wanted to see more detail of the world we sail and conquer.

Question:
Is +10.24% chance to hit and -25.6% travel time too much or too little? If the advantage of collecting Rutter Logs is not great then players will consider it a hassle and not bother with the feature. Are there other advantages that Rutter Logs should provide?
Should there be more than 256 regions per port?

Captain Dungeness



I really like your effort on replying to all the suggestions, you being a part of the suggestion team was a good choice and I hope the others will do the same and will put up the same effort.

I also want to know if someone who have scanned the area, can he/she sell the map to others for a price?
Last edited by Grimrock Litless on Mon Jan 30, 2017 3:33 pm, edited 1 time in total.
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Re: New technology : Rutters

Postby Captain dungeness » Mon Jan 30, 2017 3:29 pm

Thanks Grimrock :)

I figure the Rutter feature would allow free sharing and any payment would be handled by payment through banks.

Can you please add a "spoiler" for the quoted part of your last post? It would make it easier to read.

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Re: New technology : Rutters

Postby Dejanira » Mon Jan 30, 2017 4:00 pm

Captain dungeness wrote:The detailed maps of each port would add a much needed visual aspect to the world of Avonmora. I have long wanted to see more detail of the world we sail and conquer.


Very nice!
+1
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Re: New technology : Rutters

Postby Mugiwara » Tue Jan 31, 2017 1:42 pm

Very well prepaired suggestion Captain D. It would be nice to have.

About speed buff

Captain Jack wrote:Favorable Winds might need to be retired eventually and this technology could signal just this.

Approved, low priority.


if favorable winds need to be retired than it may have more speed buffs.

In my opinion long routes should get more speed buff small routes should get less speed buffs. For example baramas tzogos and prote caspian shouldnt get same speed buffs. the wind affect, distance or geographical conditions also affect the buffs.

Edit: I liked Haron's suggestions especially number C seems reasonable one. it will encourage game activity too.
Last edited by Mugiwara on Tue Jan 31, 2017 1:59 pm, edited 1 time in total.
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Re: New technology : Rutters

Postby Haron » Tue Jan 31, 2017 1:50 pm

Very interesting, Dungeness. I have some comments, though.

Rewards: Personally, neither reward will be valuable to me personally, but that is hardly relevant if others think they are valuable. And if I were a big trader, I would most certainly appreciate a 25% speed increase for trade galleons between my "party ports"!

However, I fear that this will just be something that, after some time, every player has full access to. There will probably be a lot of sharing. So effectively, I think this will end up giving the bonuses to every player. Is there a way to alter this? I think three things may help achieve this:

A) Make trading information more difficult somehow
B) Give the rudder a "maximum size". Maybe equivalent to full info about three ports (this way, players won't get max benefits everywhere, but will have to choose)
C) Make information become outdated. Give each bit of info an "expiry date", maybe 3 months after it was discovered. That way, there will always be a need to keep exploring. Old information expires, and you have to re-examine the area to regain your bonus
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Re: New technology : Rutters

Postby Most Lee Harmless » Tue Jan 31, 2017 2:41 pm

I like Capt D's post : I would worry it is over-complicating matters : my OP was for a tech which unlocked a new port with each level : this new idea is closer to a form of treasure hunt, mapping a port zone by zone : which also works. However, I share Harons concern that if the knowledge is too easily transferable then it becomes too common : I would foresee Guilds quickly swapping zones and passing them onto to new members and the element of the 'hunt' and the value of the hard-earned prize is lost. If each level of a tech unlocked a chosen port, then that element of 'working for it' remains and the bonuses would be truly earned.
-1 : Move to archive.
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