Ship Traits Activation Requirements?

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Re: Ship Traits Activation Requirements?

Postby DezNutz » Thu Jan 31, 2019 6:33 pm

Admiral Nelson wrote:
Feniks wrote:If you do not have gold to pay a crew how loyal would they be? Daily upkeep gold comes out of on hand gold so a crews wages are part of that. As far as the cannon count shouldn’t the effectiveness of fire assault and such be based on the number of cannons? Why should a hawker with 1 cannon have the same effectiveness as a soul or mow with full cannon?or even another hawker with full load of cannons?


+1.

My point exactly.


Do you pay your friends for loyalty?
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Re: Ship Traits Activation Requirements?

Postby Admiral Nelson » Thu Jan 31, 2019 6:34 pm

Don't be silly.

I don't have any friends.
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Re: Ship Traits Activation Requirements?

Postby sXs » Thu Jan 31, 2019 7:10 pm

Had nothing to do with friends or loyalty. He has a valid point. Your response does not make sense. How can a hawker with min crew and cannons be as effective as a Sotl maxed out?

Abilities should be applied based on a percentage of max capacity. Levi assault fire ship could be the same percentage chance as long as ship is in 100% shape. I also believe ship damage should play a role.

75% damage should have 75% of the normal calculated effectiveness.
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Re: Ship Traits Activation Requirements?

Postby Captain Jack » Thu Jan 31, 2019 8:35 pm

Admiral Nelson wrote:
Feniks wrote:If you do not have gold to pay a crew how loyal would they be? Daily upkeep gold comes out of on hand gold so a crews wages are part of that. As far as the cannon count shouldn’t the effectiveness of fire assault and such be based on the number of cannons? Why should a hawker with 1 cannon have the same effectiveness as a soul or mow with full cannon?or even another hawker with full load of cannons?


+1.

My point exactly.


If you do not have gold, crew is fired. These are basics.
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Re: Ship Traits Activation Requirements?

Postby Captain Jack » Thu Jan 31, 2019 8:39 pm

Feniks wrote:Had nothing to do with friends or loyalty. He has a valid point. Your response does not make sense. How can a hawker with min crew and cannons be as effective as a Sotl maxed out?

Abilities should be applied based on a percentage of max capacity. Levi assault fire ship could be the same percentage chance as long as ship is in 100% shape. I also believe ship damage should play a role.

75% damage should have 75% of the normal calculated effectiveness.


Fire Assault is relative to guns shot. The more that are shot, the more chances you will get a better shot. And yes, a howker gun is equal to a MoW gun. Mows though have 60 when howkers have 4. If you have no guns, you get no fire assault either.

So, the only ship trait that falls into what you two are saying is Leviathan Assault. Still this is not relative with crew or gold coins. So why deactivate it? For which sake? For which reason?
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Re: Ship Traits Activation Requirements?

Postby sXs » Thu Jan 31, 2019 9:07 pm

I did not know that about fire assaults. I was basing that on dez comment that min crew should have full effect. But Levi assault of a hawkers is just as effective as a sotl?

Not trying to be argumentative.

And the point of loyal crew attribute with no gold on hand? How loyal would crew be if they don’t get paid. How effective would sail attribute and hull attribute be to a ship that is damaged 75% shouldn’t the effect of those attribute be reduced by 75% as well?
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Re: Ship Traits Activation Requirements?

Postby Sir Henry Morgan » Thu Jan 31, 2019 9:08 pm

I see Leviathan Protection and Leviathan Assault as voodoo curses - the ships with the trait carry the curse.

It has nothing to do with crew, guns, attributes or damage.

It is just a perk of the ship, be it a howker or a MoW.
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Re: Ship Traits Activation Requirements?

Postby sXs » Thu Jan 31, 2019 9:09 pm

Sorry missed one of your responses.
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