Ship Traits Version 0.1

Implemented suggestions or suggestions that refer to implemented suggestions can be found here.

Ship Traits Version 0.1

Postby Captain Jack » Wed Nov 07, 2018 2:23 pm

Ship Traits Version 0.1
=======================

Every ship gets a random ship train once built (MoWs when given).
Every ship has a 5% chance to get 2 traits instead of 2.

A special procedure will be carried and all existing ships will get a random trait and possibly 2 (5% chance).


Ship Traits boost each ship individually. The trait of each ship is only visible to the owner and when placed in the market or private marina.


Traits Classicification
========================

Innate -> These will be the traits that ships get by design. Right now, MoWs get the Immunity to Leviathan Sink
Basic -> This is the trait that is randomly assigned to the ship once built.
Extra -> This is an extra random trait which each ship my randomly acquire once built (1% chance)


Initial Trait List
=========================

*Immunity to Call Leviathan sink - Call Leviathan cannot be used at Level 1 ship
*Extra Level - This ship can get an extra level.
*Reinforced Hull - Base Hull receives +25% Hit points
*Durable Sails - Base Sails receive +25% Hit points
*Extra Cargo Space - +20 crates Cargo Space
*Extra Cannons - +8 Extra cannons -> This will not be not used for HP calculation


*Loyal Crew - Special Protection Rules in case of ship loss

https://s2.piratesglory.com/index.php?p ... loyal_crew


*Leviathan Assault - During Plunder (skirmish is excluded) At the end of each ship to ship battle, if a ship has Leviathan Assault AND has inflicted damage during the battle, it rolls a 1d20 dice. If it rolls 20, the enemy ship loses a level. Maximum effect: 1 Level Loss per Full Battle.
*Fire Assault - Damage inflicted to War ships, sticks after the battle is over (It can still be repaired by Emergency Call)


The development of this is currently under coding. We do not expect any different ideas but if you have them, there is still (little) time to express them before the version is implemented into the game code.

The Ship Traits discussion is still on for future implementations. We anticipate we still have a long run ahead for these and you can participate in the development there: viewtopic.php?f=5&t=4650&p=81968#p81968
User avatar
Captain Jack
Project Coordinator
 
Posts: 4042
Joined: Tue Feb 08, 2011 1:12 am
Location: Pania

Re: Ship Traits Version 0.1

Postby Cutpurse » Wed Nov 07, 2018 3:43 pm

couple questions about leviathan assault. will it award system generated gc based on ship level, like normal level loss after combat does? and can this ability be active on defending fleet aswell, or only for attacker?
User avatar
Cutpurse
 
Posts: 197
Joined: Sat Jan 14, 2017 8:08 am

Re: Ship Traits Version 0.1

Postby Most Lee Harmless » Wed Nov 07, 2018 4:30 pm

I reckon there are two traits which might have some value :

'Speed' : this trait would add a modifier to the ships base speed giving a boost to the battle calculation in that area.

'Luck' : this trait would add a modifier to the dice roll.

Old salts often speak of 'lucky' ships which somehow manage to survive against great odds. Equally they speak of 'unlucky' ships whihch suffer every calamity known to seafarers.
How important is luck? As Napoleon would ask when assessing a general : 'Is he lucky?'...
-1 : Move to archive.
User avatar
Most Lee Harmless
 
Posts: 3970
Joined: Sat Mar 01, 2014 3:48 pm

Re: Ship Traits Version 0.1

Postby Captain Jack » Wed Nov 07, 2018 5:12 pm

Cutpurse wrote:couple questions about leviathan assault. will it award system generated gc based on ship level, like normal level loss after combat does? and can this ability be active on defending fleet as well, or only for attacker?


Good question. The certain part is that it should be activated for both attacker and defender.

Regarding the plunder it is harder to respond. I suppose that this trait already has important value without the added gold. If we add the gold as well, perhaps it will become too strong. So I am more inclined to avoid this.
User avatar
Captain Jack
Project Coordinator
 
Posts: 4042
Joined: Tue Feb 08, 2011 1:12 am
Location: Pania

Re: Ship Traits Version 0.1

Postby Shadowood » Wed Nov 07, 2018 6:05 pm

Flag Galleons with 20 extra space are gonna be amazing..

But Ill be crafting so many Frigs to get a Double Trait its gonna be crazy.. Ill take "Extra Level" and "Extra Guns" please!

:P :P :P :P
I don't fear death. I look forward to it with great anticipation. For then I will met God face to face and let him know that I stole his Man of War!!!
User avatar
Shadowood
Fantasy Draft Deity
 
Posts: 4080
Joined: Mon Feb 08, 2016 5:40 am

Re: Ship Traits Version 0.1

Postby Dejanira » Fri Nov 09, 2018 9:07 am

Captain Jack wrote:*Extra Cannons - 8 Extra cannons -> This will not be not used for HP calculation

First though of many: 8 cannons on an Howker means +200%. On a SotL the same 8 cannons would incide highly differently.
Same for extra cargo space. Besides, while some ships are obviously "trade ships", others are less identifiable. Like, is a Brigantine a trade or a war ship?
Stay tuned on Radio Image Bermuda!
.
Are you a new player? Contact me in game and I'll cast a helping voodoo. Consider this like a sort of "tutorial mission".
User avatar
Dejanira
 
Posts: 956
Joined: Sun Apr 05, 2015 12:17 pm

Re: Ship Traits Version 0.1

Postby Shadowood » Sat Nov 10, 2018 12:27 am

Dejanira wrote:
Captain Jack wrote:*Extra Cannons - 8 Extra cannons -> This will not be not used for HP calculation

First though of many: 8 cannons on an Howker means +200%. On a SotL the same 8 cannons would incide highly differently.
Same for extra cargo space. Besides, while some ships are obviously "trade ships", others are less identifiable. Like, is a Brigantine a trade or a war ship?


The ship types are listed... but only while on the ship market. Search for a ship, click on it and it will tell you.

A Brigantine is a war ship.

Image
I don't fear death. I look forward to it with great anticipation. For then I will met God face to face and let him know that I stole his Man of War!!!
User avatar
Shadowood
Fantasy Draft Deity
 
Posts: 4080
Joined: Mon Feb 08, 2016 5:40 am

Re: Ship Traits Version 0.1

Postby Most Lee Harmless » Sat Nov 10, 2018 12:40 am

40 gun Frigates : *drools

52 gun Large Frigates : *bring me a tissue...
-1 : Move to archive.
User avatar
Most Lee Harmless
 
Posts: 3970
Joined: Sat Mar 01, 2014 3:48 pm

Re: Ship Traits Version 0.1

Postby Captain Jack » Mon Nov 12, 2018 8:43 am

We are currently on the implementation phase of Ship Traits.

Right now, we just finished traits distribution on existing ships. All existing ships, as a result, have now received traits. You will be able to see which traits your ships got, shortly. Multiple ways to track this will become available. Ships in Private Marina will display traits.

A total of 106,186 ships have received the 9 traits in the following form:
-All MoWs received as innate the Protection from Call Leviathan (Lvl 1)
-All ships have received a random trait from the available 9 (Basic Trait)
-MoWs basic trait cannot be the same as the innate trait.
-A total of 6410 ships were lucky enough to get an extra trait.
-The extra trait cannot be the same as innate or basic trait.
-17 MoWs were lucky enough to receive an extra trait
-113 SoLs were lucky enough to receive an extra trait


So, next step is to display the traits to ship owners. Activation of ship traits will then follow, one by one. I will keep you updated.
User avatar
Captain Jack
Project Coordinator
 
Posts: 4042
Joined: Tue Feb 08, 2011 1:12 am
Location: Pania

Re: Ship Traits Version 0.1

Postby DezNutz » Mon Nov 12, 2018 3:51 pm

I think that "*Immunity to Call Leviathan sink" should only apply to MoWs or be an extra trait. I don't think that ships should be able to be built with that as a basic or innate trait, besides the MoW. I can see players gaming this by just building ships and selling them until they get that trait.
I'm only here for Game Development and Forum Moderation.

If you see a forum rule violation, report the post.
User avatar
DezNutz
Players Dev Team Coordinator
 
Posts: 7072
Joined: Sat Oct 24, 2015 4:51 pm
Location: United States of America

Next

Return to Implemented