Flagships Rebuild
Posted: Sun Aug 02, 2020 12:51 am
Ahoy Mateys,
I know this is going to be an interesting topic solely based on the topic at hand. There is a long history on this topic to include several variations and topics of discussion as well as a suggestion that was approved by the Dev Team a little over a year ago.
To say the last time we ran through this was a fiasco, would be an understatement. We had a major push to get Flagships done and updated to fit a defined requirement. We rushed through it and ended up approving a stripped down baseline. At the time, I supported the baseline push mostly due to the need to get something approved, but time and considerable thought has given me pause into the suggestion that we approved. I know now that even though there was frustration from the bickering on how it should be laid out, we should have weathered the storm, examined different approaches, and provided a suggestion that is worthy of being implemented.
So once again we will look at Flagships. The requirements set forth from the last push is still the same: Flagships must be available to all players. It can’t be Pirates Only Flagships.
The interpretation of how to address this was a major problem last time around. This led the Dev away from the Pirate Flagship suggestion, an idea that was supported by many players, and down a path that made flagship perked to all playing styles. In retrospect, what we should have done in my opinion was looked to, embraced, and tweaked the Pirate Flagships. To garner the full abilities of a Flagship, one must fly the Jolly Roger. All other players can construct one but the abilities and perks available to them would be limited. This meets the requirement of being available to all while still providing a benefit and keeping it more inline to a Pirate Flagship.
-Dez
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Now onto the suggestion rebuild.
References
Contributors & Reviewers
Overview
Basic overview and keypoints. Detailed Sections will follow as below.
Page & Link Location
This is up for debate but there should be two link locations:
Creation Cost
Creator, Owner, & Controller
Details Applicable to All Flagships
Details Applicable to Pirate Flagships
Ship Trait Details
Player Ship Market - Control Sale
Player Ship Market - Ownership Sale
Nation Change Experience Cost
Private Marina
To address an issue brought forth in the original suggestion, the use of the Private Marina is allowed for the owner of the flagship. The reason for this is if a player chooses to take a break from the game such as a vacation, they can store their flagship without risk of losing their ship due to inability to play. To prevent abuse of this, a costly fee has to be applied.
Decommission
Experience
Experience Gains
Spending Experience Points
Bonus Skills
There are 3 types of Bonus Skills, specifically in how they are applied.
Bonus Skills Levels
Changing Bonus Skills
Bonus Skills - ALL
Bonus Skills - Upgrade By Pirate Only
Bonus Skills - Pirate Only
Achievements
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This completes the suggestion. I know this is a very long read, but please read the suggestion through in its entirety. Please provide any and all feedback or questions.
I know this is going to be an interesting topic solely based on the topic at hand. There is a long history on this topic to include several variations and topics of discussion as well as a suggestion that was approved by the Dev Team a little over a year ago.
To say the last time we ran through this was a fiasco, would be an understatement. We had a major push to get Flagships done and updated to fit a defined requirement. We rushed through it and ended up approving a stripped down baseline. At the time, I supported the baseline push mostly due to the need to get something approved, but time and considerable thought has given me pause into the suggestion that we approved. I know now that even though there was frustration from the bickering on how it should be laid out, we should have weathered the storm, examined different approaches, and provided a suggestion that is worthy of being implemented.
So once again we will look at Flagships. The requirements set forth from the last push is still the same: Flagships must be available to all players. It can’t be Pirates Only Flagships.
The interpretation of how to address this was a major problem last time around. This led the Dev away from the Pirate Flagship suggestion, an idea that was supported by many players, and down a path that made flagship perked to all playing styles. In retrospect, what we should have done in my opinion was looked to, embraced, and tweaked the Pirate Flagships. To garner the full abilities of a Flagship, one must fly the Jolly Roger. All other players can construct one but the abilities and perks available to them would be limited. This meets the requirement of being available to all while still providing a benefit and keeping it more inline to a Pirate Flagship.
-Dez
--------------------------------------------------------------------------------------------
Now onto the suggestion rebuild.
References
Contributors & Reviewers
- Jessy's Dream (Captain Jack's Alter Ego)
Charles Vane
Skyhawk
Shadowood
Feniks
William One Eye
Sir Henry Morgan
Clockwork
DezNutz
Overview
Basic overview and keypoints. Detailed Sections will follow as below.
- - Any player may upgrade any ship (except Ship of the Line and Man o War) they own to be a Flagship.
- Flagship receives a name that cannot be changed.
- The creator is the original owner. If it changes hands via plunder, the player who receives it becomes the controller but not the owner.
- Flagships by default will come with 3 Traits
- All players will have access to a set of baseline upgradeable bonuses
- Pirates will have access to additional Pirate Specific Bonuses
- Bonuses will be upgradeable via experience
- Only owners can dock a flagship in their Marina
- Special Achievements
Page & Link Location
This is up for debate but there should be two link locations:
- - Fleet/Ships Page
- Court Page
Creation Cost
- - 100 Credits
Creator, Owner, & Controller
- - The creator is the player that creates the Flagship. The creator never changes.
- The creator is the default owner of the Flagship.
- The owner holds the upgrade rights of the Flagship.
- The controller is the player that currently possesses the Flagship.
- The creator, owner, and controller can be the same player, but can also be different players.
- Only when the Flagship is controlled by the owner can the Flagship gain experience and be upgraded.
Details Applicable to All Flagships
- - Cannot be sold back to Shipwright.
- Only 1 Flagship can be in a single fleet.
- Permanent Unique Name designated at creation.
- Inappropriate Names will be changed by Game Admin to a name of their discretion.
- Inappropriate Named flagships depending on the level of inappropriateness can result in a game ban, and/or the forced decommissioning of the flagship
- Immune to Commandeer
- Immune to Tidal Wave
- Special Marking on Plunderboard and Spy Network signifying Flagship
- Special Marking on Spy Network signifying owner.
- Each Flagship will have 3 Ship Traits.
- Each Flagship will have 5 bonus skill slots
Details Applicable to Pirate Flagships
- - Additional 2 bonus skill slots
Ship Trait Details
- - Each Flagship will have Leviathan Protection, 1 randomly generated Ship Trait, and 1 player selected Ship Trait
- - Flagships can be sold on the player ship market.
- Maximum Starting Bid is 1 Credit.
- There are 2 types of Ship Market Sales: Control & Ownership
- The type of sale is noted on the Ship Market
Player Ship Market - Control Sale
- - Occurs when a non-owner places the Flagship on the Ship Market
- No changes in ownership, just who possesses the Flagship.
Player Ship Market - Ownership Sale
- - Occurs when the owner places the Flagship on the Ship Market
- Changes Flagship Owner
- Purchaser gains ownership of the Flagship and can make upgrades.
- - For every Flagship that a player controls, a transition fee of 1M Fame is required to change nations. This applies to Nation to Nation and Pirate to Nation. If you control 3 Flagships, you will need to pay 3M Fame to change nations.
- There is no Fame Cost for moving from Nation to Pirate.
Nation Change Experience Cost
- - For every flagship that a player owns and controls, any unallocated experience for that Flagship reduced by 25% when changing flags
Private Marina
To address an issue brought forth in the original suggestion, the use of the Private Marina is allowed for the owner of the flagship. The reason for this is if a player chooses to take a break from the game such as a vacation, they can store their flagship without risk of losing their ship due to inability to play. To prevent abuse of this, a costly fee has to be applied.
- - Only the owner can store a flagship.
- Flagship takes up 5 Marina Slots
- 1st Time Docking Cost: 200 Turns
- All Subsequent Docking Costs: 300 Turns, 50 credits
Decommission
- - Players can decommission any Flagship that they are both the owner and controller
- All bonuses are removed and lost.
- Ship Traits are rerolled for base traits.
- Name is retained and history records note that this was a previous Flagship.
- Ship cannot be sold to a shipwright.
- Cannot recover any previous costs associated.
- Private Marina usage returns to normal
- Ship functions as a normal ship unless noted within this section.
Experience
- - Experience is gained via battles
- Experience is only gained when the Flagship is controlled by the owner.
- Experience is collected independently for each Flagship. (No Experience Pool... You can’t use the experience from one flagship to level up another)
- Experience is used to upgrade Bonus Skills.
- Experience can only be applied to Bonus Skills by the owner.
Experience Gains
- - 30 Exp Plunder Win vs Flagship Fleet
- 20 Exp Plunder Attack Win vs Normal Fleet
- 5 Exp Plunder Loss
- 10 Exp Skirmish Win
- 2 Exp NPC Win
Spending Experience Points
- - The owner of the flagship can buy and upgrade bonus skills using experience points.
- The owner must control the flagship to buy upgrades.
- Each purchase subtracts the required experience from the un-allocated gained experience.
Bonus Skills
There are 3 types of Bonus Skills, specifically in how they are applied.
- All
---- Bonuses whose effects if set always apply.
Pirate Only
---- Bonuses that can only be set and upgraded by Pirates.
---- Effects do not apply if controlled by non-pirates.
---- Can only be set in additional Bonus Skill slots.
Upgrade By Pirate Only
---- Bonuses that can only be set and upgraded by Pirates
---- Effects still apply if controlled by non-pirate.
Bonus Skills Levels
- - Unless specified, each bonus skill has 10 levels.
- Unless specified, level 1 requires 550 EXP to enable the bonus skill
- Unless specified, each level is 1.5x EXP (Rounded up no decimals) of the previous level
- Not all Bonus Skills may require 10 levels.
Changing Bonus Skills
- - Bonus Skills once applied can be swapped with other bonus skills.
- Swapping bonus skills costs 50 credits each change
- The swapped skill retains any leveling but is no longer applied to the flagship.
Bonus Skills - ALL
- 1) Improved Shells - Provides a 5% damage bonus per level.
2) Smoke Screen - Provides a 5% bonus to the armor class per level.
3) Ghost Ship - Provides a 10% chance to negate Fire Assault & Leviathan Assault per level.
4) Improved Gun Sights - Provides a 5% accuracy bonus per level.
Bonus Skills - Upgrade By Pirate Only
- 1) Bow Chasers - Provides 2% damage to ship before start of round per level.
2) Careening - Provides a 1% speed bonus to Flagship during battle per level.
3) Legacy - Every level decreases total plunder bounty that would otherwise be paid on loss by X% (Cannot go below 1k)
4) Dead Men Tell No Tales - 7.5% chance per level that flagship fleet will incur half the normal danger points per plunder
5) Master Skirmisher - 7.5% chance per level to prevent a skirmish escape
6) Double Ransom - 10% chance per level to double ransom (Cannot Exceed Max Plunder Amount)
Bonus Skills - Pirate Only
- 1) Gunner - Provides 2 extra cannon slots per level.
2) Fear the Black - Any fleet that attacks you gains 1 additional danger point per level (Max 6)
---- 6 Levels - Level 1 Exp is 3000
---- Each Level increase by standard 1.5x of previous level (Rounded Up)
3) Lookout - 2% chance to escape plunder attack per level
4) Personal Witch Doctor - 5% chance per level to block any voodoo cast against fleet to include the individual ships within it.
5) Danger Reduction - Danger Reduction of target fleet is reduced by 1 for each level. (18 Danger Reduction - Level#)
---- Reduction occurs prior to any voodoo effects such as Disfavor
----
6) Ransom Master - Ransom is increased by 2k gold coin per level. (Added post calculation)
Achievements
- - Plundering a Pirate’s Flagship while being a non-pirate, earns a Pirate Hunter Achievement
- Plundering a non-Pirate’s Flagship, earns a “Where’s the Commodore?” Achievement
- Plundering a Pirate’s Flagship while being a Pirate, earns the “No One is Safe” Achievement.
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This completes the suggestion. I know this is a very long read, but please read the suggestion through in its entirety. Please provide any and all feedback or questions.