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Fishes concept

PostPosted: Wed Nov 02, 2016 12:31 am
by Captain Jack
Well, we have already some ideas about fishing.

Today's event gave us further ideas.

How about making Fishing more realistic? How about adding Fishes in Avonmora in a way that you can affect them.

Right now, their population is equally distributed in all ports of Avonmora and their number is infinite. How about making them just like port population? Then add ways to affect their numbers? Then numbers would play a role in the fishing rates...

We could even have moving techniques (moving fishes from one port to another). And more...

Re: Fishes concept

PostPosted: Wed Nov 02, 2016 12:35 am
by Bmw
fish food adds so much of a population of fish and attracts fish from other ports to the one its cast on

Re: Fishes concept

PostPosted: Wed Nov 02, 2016 1:12 am
by John jacob astor
i like the concept, but my issue would be that fishing is already not too profitable normally, and making it more difficult to make it work would probably cause whatever players fish now to reconsider.

now, make ways for it to be more profitable (as in as profitable as a trade route) and then i think the idea works great. but just make it harder to find fish without profits won't help

Re: Fishes concept

PostPosted: Wed Nov 02, 2016 1:17 am
by Meliva
if the fish population ties into the citizen population that would give more incentive into having high population ports, perhaps a bonus to fishing in a port your nation owns. but if their population is independent of citizen population then we would need to come up with ways to determine what they all start off as and how to increase and decrease that number. but if done right this could make fishing very profitable.

Re: Fishes concept

PostPosted: Wed Nov 02, 2016 1:20 am
by Maha
one way to affect the numbers is to create 7 shoals of high fish density. these shoals follow the current and migrate with the current over the seas. fishing in a shoal triples the amount of fish catched per 10 minutes

the Dogger can have the option of a sea-dog who smells where the nearest shoal is. this sea-dog will take the place of an officer, but is optional. a fleet with a seadog has more chance to find a nearby shoal then ships without a seadog.

a Dogger starts with 5% chance to find a shoal. every 10 minutes 1% chance is added until the ship is full or the shoal is found. A seadog triples this: 15% to start and 3% addition per 10 minutes.

the chance to find a shoal can further be increased with the 'fishscale' voodoo card. this common card adds 5% chance at the start for all fishing fleets for 72 hours and can be stacked 5 times.

another quality to the Dogger could be that they are coastal ships. they are bound to the port they are created in, so they are unfit for trade. but their cargospace should hold the equivalent of 200 crates. the fish is just dumped in the hold and no space is wasted.

Re: Fishes concept

PostPosted: Wed Nov 02, 2016 1:48 am
by Shadowood
New tech "Fish Hatchery". Lol. I think I called that earlier today.

Re: Fishes concept

PostPosted: Wed Nov 02, 2016 3:16 am
by Lockreed
Maha wrote:one way to affect the numbers is to create 7 shoals of high fish density. these shoals follow the current and migrate with the current over the seas. fishing in a shoal triples the amount of fish catched per 10 minutes

the Dogger can have the option of a sea-dog who smells where the nearest shoal is. this sea-dog will take the place of an officer, but is optional. a fleet with a seadog has more chance to find a nearby shoal then ships without a seadog.

a Dogger starts with 5% chance to find a shoal. every 10 minutes 1% chance is added until the ship is full or the shoal is found. A seadog triples this: 15% to start and 3% addition per 10 minutes.

the chance to find a shoal can further be increased with the 'fishscale' voodoo card. this common card adds 5% chance at the start for all fishing fleets for 72 hours and can be stacked 5 times.

another quality to the Dogger could be that they are coastal ships. they are bound to the port they are created in, so they are unfit for trade. but their cargospace should hold the equivalent of 200 crates. the fish is just dumped in the hold and no space is wasted.


I like the shoal idea - how about there is a certain number of fish in each shoal and when they are depleted the shoal disappears. Shoals regenerate and migrate every 3 days. Also, perhaps shoals attract NPC sea monsters that must be defeated in order to continue fishing on the shoal? Sort of like how pirate hunters stop NPC plundering until defeated?

Re: Fishes concept

PostPosted: Wed Nov 02, 2016 4:37 am
by Grimrock Litless
Maybe make fishing in food ports give X2?

That makes sense.

Re: Fishes concept

PostPosted: Wed Nov 02, 2016 2:04 pm
by Haron
Personally, I think fishing should be allowed ONLY in ports that produces food. It has to be more effective than today, of course, since it will have to be transported to other ports to be sold.

This is because, in time, I see ALL resources being made by players. Mining only in ports that sell iron today. Growing cotton only in ports that sell cotton today. And so on. With an option to sell that resource (only, no other resources) to the market in that port, so that other players can do the transport to other ports.

That is, of course, something for the future. But it would require resources to only be produced in the ports that currently sell such a resource, and so I think fishing should be changed in that direction sooner rather than later. Fishing is like the "pioneer" in resource production. When this is done in such a manner, as it should be done for all resources, it's time to consider the details of how the other resources should be produced, too.

Re: Fishes concept

PostPosted: Wed Nov 02, 2016 2:29 pm
by Admiral Nelson
Make it more realistic, for example there is such thing as Shore fishing and Sea Fishing, one is on the beach whilst one is out at Sea.

I believe there could be natural disasters that prevent fish being caught. Events is the correct word.

> Strong Sea ( High sea horses, strong current - Causing there to be no fish. Due to the lack of food out there no crabs, no Lugworm or any other types of fish.)
> Contaminated Water ( No fish about, oil has split into the sea.)
> Calm Sea ( Feeding Frenzy - Where there is lots of fish about, which could be the x2 amount of fish about event )
> Plain Sea ( Normal amount of fish about )

Over fishing on some ports - Meaning, if too many vessels go out to fish, eventually the fish will vanish for a period of time ( 3 days, but could increase to seven days ) At my coastline - Once the Smoothounds ( Sharks ) have been about, there is no fish about due to the Sharks eating it all.

Perhaps future fishing when the Dogger is available, the following could happen:
- Doggers have nets, causing multiple fish to be caught at once - Faster Production rate per hour )
- Howkers and other vessels have actual people fishing, not as many fish get caught.

Some other idea(s):
- Nations could set the price of Food in there port, like Britain has a high demand of fish for Fish and Chips...
- Have the ability to fish on Shore like Work as a porter.
- Pirate inbound, now obviously this does not affect the fish but if a pirate is present in the port it would give you a warning about if it spots you, it will harvest the supply's itself.

Sorry about the mess on posting, but thats some ideas...