Player Estates

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Re: Player Estates

Postby Stan Rogers » Tue Jan 15, 2019 6:30 pm

Will this new Estates feature be fun or a source of frustration for the player base ?
I feel this is a question the devs need to answer before they embark on a lot of work on something that might further discourage long time players from retaining interest in the game.
My personal take is this feature may be needed sometime, someday but there are other ways to sink GB and GC that would actually excite the player base rather than alienate.
If this thread is to gauge the overall acceptance of such a feature, I think Danik has summed up my personal feelings towards it.
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Re: Player Estates

Postby Admiral Nelson » Tue Jan 15, 2019 9:06 pm

As I see it this current suggestion is a bit bland and only 'ties in' with the people that have influence/care about influence in a port. Which is the purpose.

However I suggest something that everyone could get involved into:
Make multiple different 'estate' options. You can build multiple estate buildings until you reach the 'max'.

1) Piracy Estate: Battles in this port conducted if won, will generate 5% extra money from the game.
2) Blockade Estate: Your fleets in a Blockade will communicate better with other players fleets. Making your ships perform an additional 5% stronger then it was.
3) Influence Estate: What Captain Jack suggested.
4) Trade Estate: Ports buy and sell for an additional 2/-2 gold coins per product.
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Re: Player Estates

Postby Kangaroo » Wed Jan 16, 2019 8:14 am

Admiral Nelson wrote:As I see it this current suggestion is a bit bland and only 'ties in' with the people that have influence/care about influence in a port. Which is the purpose.

However I suggest something that everyone could get involved into:
Make multiple different 'estate' options. You can build multiple estate buildings until you reach the 'max'.

1) Piracy Estate: Battles in this port conducted if won, will generate 5% extra money from the game.
2) Blockade Estate: Your fleets in a Blockade will communicate better with other players fleets. Making your ships perform an additional 5% stronger then it was.
3) Influence Estate: What Captain Jack suggested.
4) Trade Estate: Ports buy and sell for an additional 2/-2 gold coins per product.


This, or a variation of it would make the investment something I'd be far more likely to consider on exposed knowledge
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Re: Player Estates

Postby Sir Henry Morgan » Wed Jan 16, 2019 3:39 pm

I like the concept - I think an estate's primary function is influence, but it should affect as many aspects as possible in the port in which it is located.

The estate is a public display of influence, wealth and power, while the hideout is a private organization used to build power and wealth. They naturally should be intertwined. The affect of an estate is directly related to the port in which it is located.

The following is simply concept and idea, open to more. Here are some of mine:

All players should have access to at least one estate, with the ability to level it up, and with the ability to build more than one in other ports - at a heavy price, of course.

The influence mechanism would be it's fundamental function, focused upon the port in which it is located. It's maximum effect would be based upon it's level, and it's daily effectiveness would be via the mistress/wife. It's effectiveness would be based upon her mood and happiness, as most likely, she would be present upon the estate, entertaining and schmoozing dignitaries and officials of the port. Once at a certain level, a mistress/wife should be able to maintain a no-lose of influence, but would require her to be 100%. If leveled high enough, the mistress/wife should be able to negate the effects of Propoganda and Conspiracy curses, at least to 50%.

In addition, if the estate should enhance the Political Science Technology of the port it occupies, depending upon the level of the estate.

This is a basic idea of the influence factor of the estate. The estate should also add power to a player, in the said port, such as an added bonus to battle such as the Drums of War and Bless Curses if one attacks or defends in the estate port. Influence can be gained or lost in these battles, but I am uncertain as to how much.

Or there can be a means to enhance Academy Technologies in a port where one has an estate. Officer highering, warehouse building, or even battle techs.

An estate should also make it easier to operate the plantation the estate owner has in the same port. Shorter development times, better productivity...

Shipbuilding in a port where one has an estate can have perks (fewer turns, or national bonuses) depending in the level of the estate....

The effectiveness of all enhancements and perks would depend solely upon the mistress/wife at the estate. A wife would have more effectiveness than a mistress.

Additional perks could be applied to flagships and blockades when the port of the estate is involved.

Finally, every estate should have an effect - increase - in the number of tax paying citizens - in the port - a boon to the national treasuries.

As I said, this is a concept, and a brain dump, open to more ideas and ironing out details.
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Re: Player Estates

Postby Admiral Nelson » Wed Jan 16, 2019 3:49 pm

Sir Henry Morgan wrote:The influence mechanism would be it's fundamental function, focused upon the port in which it is located. It's maximum effect would be based upon it's level, and it's daily effectiveness would be via the mistress/wife. It's effectiveness would be based upon her mood and happiness, as most likely, she would be present upon the estate, entertaining and schmoozing dignitaries and officials of the port. Once at a certain level, a mistress/wife should be able to maintain a no-lose of influence, but would require her to be 100%. If leveled high enough, the mistress/wife should be able to negate the effects of Propoganda and Conspiracy curses, at least to 50%.


Everything else I do like the sounds of, however I think this is a bit overpowered even if one has to reach a certain level.

It basically means the "Rich" and "almighty" powerful can not be effected by such cards in comparison to a less wealthy player. Which everyone should be effected the same regardless of their level in the game.
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