Fishing Ship - Dogger (Medium)

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Re: [Review] Fishing Ship - Dogger

Postby Stan Rogers » Thu Apr 25, 2019 2:33 am

Feniks wrote:
Stan Rogers wrote:I don't see anything wrong with a segment of players calling themselves Pirates and having a specialized ship for it.



Funny how that works isn't it.

Your support of a pirate only flagship is noted.


So right Feniks I do support a pirate only flagship and if for Pirates only, size limited of course to something like a Frig and at very best Lfrig. A ship capable of defeating an average 40 point poorly stacked SOTL but I am certainly against a super ship allocated to pirates only.
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Re: [Review] Fishing Ship - Dogger

Postby PFH » Thu Apr 25, 2019 3:23 am

Stan Rogers wrote:
Feniks wrote:
Stan Rogers wrote:I don't see anything wrong with a segment of players calling themselves Pirates and having a specialized ship for it.



Funny how that works isn't it.

Your support of a pirate only flagship is noted.


So right Feniks I do support a pirate only flagship and if for Pirates only, size limited of course to something like a Frig and at very best Lfrig. A ship capable of defeating an average 40 point poorly stacked SOTL but I am certainly against a super ship allocated to pirates only.

No ship is a super ship unless it is immune to voodoo. Voodoo is king.
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Re: [Review] Fishing Ship - Dogger

Postby Psychodad » Thu Apr 25, 2019 7:52 am

voodoo breaks the game. it is the last refuge of a poor sailor. it's real purpose is to provide income for the developer. If you can't beat another player, you can buy up much voodoo and defeat him push button style.
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Re: [Review] Fishing Ship - Dogger

Postby DezNutz » Thu Apr 25, 2019 12:44 pm

Stan Rogers wrote:Something no one has mentioned is the fact we still do not know if plantations are capable of producing the current food demands. Looking at both Gorum and Newland production numbers, it might come up a little short.

A saavy fisher could pull up his nets and head on a many days journey to one of these deprived ports and make a good profit for a while it seems. Not being able to move a ship from a port seems limiting to me however, if it is a 3 day sail from St Martin to Gorum, so be it.
Also, hate to speculate on future development but what happens if a nation is under siege or the port is blocked? There may go the fishers prime income for a spell. If he is unable to relocate, he's dead in the water so to speak.

Yea, it's become way too complicated again for my humble input ..


I would assume it is not. As I'm willing to bet that most players running a plantation supply that plantation via a fishing fleet.
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Re: [Review] Fishing Ship - Dogger

Postby Kangaroo » Thu Apr 25, 2019 1:00 pm

I have found good profit in oversupplying my non food port plantations via fishing fleets
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Re: [Review] Fishing Ship - Dogger

Postby The Lamb » Thu Apr 25, 2019 9:23 pm

Ok so time to over complicate :) :)

So my thoughts are this:
1. Having a specialty ship is right on. A fishing ship with a net will always catch more fish than a Howkers crew with poles, and why would you use a SOTL?
2. I would say look at current fishing regs. You must get a permit and fleets can only take as much as the quota offered by the governing entity. (like the amount of available land in plantations per port...hmmmm??)
3. When i first started I had 10 fleets fishing to make some coin, which is different than if I did the same now.
4. Why shouldn't those who want to fish be able to research for more production?

My suggestion steals a little from everyone.
1. New fishing ship
2. one tech tree to increase yield (maybe upgrading nets, cargo hold, salting practices)
2. Low level players may have (x) fleets per port till level (x) for free
3. Those who want to fish a ports waters get a licence for ($ x) (lasts 30 days, doesn't need approval, goes right to tax income and auto renews till unchecked) and cost is per fleet. Dont get the licence, your poaching, and go on port gossip and you gain disfavor with nation every day, hit (x) disfavor and go on plunder boards as a poacher
4. With that licence, comes a monthly quota, exceeding that quota decreases the amount of money you can sell your extra take for. ie: half price (makes you balance your fleets)
5. You can "bribe" the port or controlling country to double or triple quota. (that will take approval and $$$ and must be done manually every thirty days).

So were is the risk?
1. If you go over quota, and have not acquired extra papers, you go on port gossip and start getting disfavor with nation everyday, hit (x) disfavor and go on plunder boards as a poacher
2. There could be natural events that hamper or boost production like, red tide -50% haul or Stormy seas stir up food +25% haul or you managed to find a school of swordfish, goods sold at 125% or you nets ripped on the sunken hull of "random active players name's" ship, no income today while you repair.
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Re: [Review] Fishing Ship - Dogger

Postby Magnus the red » Thu Apr 25, 2019 9:32 pm

I dislike the idea of a fishing overhaul or adding a new ship fishing fleets have advantages and disadvantages which balances them
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Re: [Review] Fishing Ship - Dogger

Postby sXs » Thu Apr 25, 2019 9:38 pm

DezNutz wrote:
Stan Rogers wrote:Something no one has mentioned is the fact we still do not know if plantations are capable of producing the current food demands. Looking at both Gorum and Newland production numbers, it might come up a little short.

A saavy fisher could pull up his nets and head on a many days journey to one of these deprived ports and make a good profit for a while it seems. Not being able to move a ship from a port seems limiting to me however, if it is a 3 day sail from St Martin to Gorum, so be it.
Also, hate to speculate on future development but what happens if a nation is under siege or the port is blocked? There may go the fishers prime income for a spell. If he is unable to relocate, he's dead in the water so to speak.

Yea, it's become way too complicated again for my humble input ..


I would assume it is not. As I'm willing to bet that most players running a plantation supply that plantation via a fishing fleet.


You would assume incorrectly, I supply the food demand of my plantations with a plantation. I supply all resource demands with plantations.
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Re: [Review] Fishing Ship - Dogger

Postby DezNutz » Thu Apr 25, 2019 9:44 pm

Feniks wrote:
DezNutz wrote:
Stan Rogers wrote:Something no one has mentioned is the fact we still do not know if plantations are capable of producing the current food demands. Looking at both Gorum and Newland production numbers, it might come up a little short.

A saavy fisher could pull up his nets and head on a many days journey to one of these deprived ports and make a good profit for a while it seems. Not being able to move a ship from a port seems limiting to me however, if it is a 3 day sail from St Martin to Gorum, so be it.
Also, hate to speculate on future development but what happens if a nation is under siege or the port is blocked? There may go the fishers prime income for a spell. If he is unable to relocate, he's dead in the water so to speak.

Yea, it's become way too complicated again for my humble input ..


I would assume it is not. As I'm willing to bet that most players running a plantation supply that plantation via a fishing fleet.


You would assume incorrectly, I supply the food demand of my plantations with a plantation. I supply all resource demands with plantations.


Last I checked most does not mean all, nor are you everyone.
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Re: [Review] Fishing Ship - Dogger

Postby Stan Rogers » Thu Apr 25, 2019 11:21 pm

El Draque wrote:Ok so time to over complicate :) :)

So my thoughts are this:
1. Having a specialty ship is right on. A fishing ship with a net will always catch more fish than a Howkers crew with poles, and why would you use a SOTL?
2. I would say look at current fishing regs. You must get a permit and fleets can only take as much as the quota offered by the governing entity. (like the amount of available land in plantations per port...hmmmm??)
3. When i first started I had 10 fleets fishing to make some coin, which is different than if I did the same now.
4. Why shouldn't those who want to fish be able to research for more production?

My suggestion steals a little from everyone.
1. New fishing ship
2. one tech tree to increase yield (maybe upgrading nets, cargo hold, salting practices)
2. Low level players may have (x) fleets per port till level (x) for free
3. Those who want to fish a ports waters get a licence for ($ x) (lasts 30 days, doesn't need approval, goes right to tax income and auto renews till unchecked) and cost is per fleet. Dont get the licence, your poaching, and go on port gossip and you gain disfavor with nation every day, hit (x) disfavor and go on plunder boards as a poacher
4. With that licence, comes a monthly quota, exceeding that quota decreases the amount of money you can sell your extra take for. ie: half price (makes you balance your fleets)
5. You can "bribe" the port or controlling country to double or triple quota. (that will take approval and $$$ and must be done manually every thirty days).

So were is the risk?
1. If you go over quota, and have not acquired extra papers, you go on port gossip and start getting disfavor with nation everyday, hit (x) disfavor and go on plunder boards as a poacher
2. There could be natural events that hamper or boost production like, red tide -50% haul or Stormy seas stir up food +25% haul or you managed to find a school of swordfish, goods sold at 125% or you nets ripped on the sunken hull of "random active players name's" ship, no income today while you repair.


You got some good idea's there but yea, a tad over complicated. :y Lets go even more . I'd like to think I could fish in any of my own nation ports without a licence or 1 licence covering all national ports. Purchasing port licences in foreign nations I also like with the poaching aspect.
Where it could get tough is when new players try to fish starting off imposed with licences, fines, hostilities etc.

For some reason though, the poaching aspect appeals to me. Perhaps because it is a way to again promote more confrontational issues which should lead to more battles.
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