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Dev Notes on future features

PostPosted: Thu Feb 15, 2018 10:44 am
by Captain Jack
Ahoy all,

Here are some preliminary thoughts/notes that we can share with you.Out of these notes we can give birth to concrete suggestions that can be lined for implementation in the future.

Specialization: Special Crew

-Special Crew-
Every ship gets a number of slots that can be filled with crew members such as captain, gunner, witch doctor, carpenter etc.
Every such crew member gives a bonus move or special attribute to the ship.
Crew members can be bought or sold through a new auction market, similar to the ships market.
Crew members can perish in battle (low chance) or captured (ie alongside with the ship).

-Admirals-
The pinnacle of the special crew options could be admirals.
To aid with the increased micromanagement, we can have Admirals as special crew to help with the management of the rest of the crew and more.
Players could interact with their admirals (which will be obtained like the rest of the crew) and ask specific things from them. Like go Pirating or look for specific enemies or fleets or simply trade.

Admirals could also have skills, traits, character and could even grow to like or dislike certain PC (real) players. Their character will define their reactions when players interact with them. Their skills will define what they will be able to pull. For example, skills can be plundering, trading, skirmishing, battle tactics, etc. An admiral that does not have the plunder skill, will not be able to attack other fleets so you will not be able to request him to do so.

-Upkeep-
All special crew will have a fixed gold upkeep which will vary depending on their level, skillset and character.
Admirals will also have a percentage of earnings that their fleet earns, no matter if these earnings are the result of automatic or manual moves.

-Character-
We could put more care into every single crew so it has its own character, just like admirals. This will mean though that they will be more difficult to control.


Port Buildings: Tavern

This is a long lasting idea and we are coming closer to it than ever before. The idea is to let players control the port taverns. There are 21 ports, so there will be 21 ports for the taking. Once someone assumes the tavern control, via an open auction, he will be able to manage it or sell it again.

Tavern management could include various options. This means that it should start offering things. Ideas are that special crew hiring will have to take place through taverns. Special crew will be generated locally in each tavern and their initial stats will be relevant to the tavern "attributes". This means that crew market will not be a global market like the rest markets.

Another option we could use is to use Taverns for live bets. Live bets should be a global event, which means that every tavern will always lead to the same end but it will matter from which tavern you entered for the owner to get a fee. These live bets could be dares, such as who gets to beat a particular player or competitions like who gets to plunder more gold in x time. Once a challenge is set, the rest of the players will be able to bet on the challenge issued (participants excluded).

Once we have IC expansion, we could add a lot more options.

Till then, as all the above ideas are based on non-existent features, we could also have Tavern owners releasing their own gambling games. Players will play these games and the tavern owner will get to profit or lose through there. At the beginning, we could have some simple games, like roulette, dies and wheel of fortune. Simple games where the player will pick a bet based on the max pot offered by the tavern owner and will try out his luck.

Port Buildings: Estate

The idea of owning Taverns and in general owning shops and more in every port is something we find a very interesting addition to the game. DevWise, it is something that will balance the game beyond belief. One of such buildings could be your own estate. Soon we will have Plantations though and many of you will face economic disaster ( :D ) but some other may become even richer ( :xx ). Therefore, we need gold sinks that create no further wealth. What is better than your own estate?

Estate will be money hungry but it will also be a symbol of your power. Here are some ideas:
-Beautiful graphics, ordered just for this feature, just to ensure you will have something to show off not only to the rest of the players but also to these real life friends of yours that simple "can't get this game".
-Ability to buy as many acres as you wish, out of the port finite capacity. Who bothers if other players want them for Plantations? You are the richer, so you can have them to stroll a walk or simply put gardens.
-The estate size,location,setup will be visible by everyone.
-There will be no direct bonuses up front but later we could link it somehow with political power bonuses.

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These should do for now. Feel free to expand and add your own. Once Plantations are over, one of these might be pushed up in priorities.

Re: Dev Notes on future features

PostPosted: Thu Feb 15, 2018 11:47 am
by Jack Teach
:y

Re: Dev Notes on future features

PostPosted: Thu Feb 15, 2018 12:02 pm
by Dejanira
Interesting :) :) :)
Will there be a cap like a player can help only one tavern?

Re: Dev Notes on future features

PostPosted: Thu Feb 15, 2018 12:24 pm
by Captain Jack
Yes, 1 player per tavern is the thought. Owning it.

Re: Dev Notes on future features

PostPosted: Thu Feb 15, 2018 12:26 pm
by Dejanira
Very nice expansion!

Re: Dev Notes on future features

PostPosted: Thu Feb 15, 2018 1:54 pm
by Vane
I like the idea of finally having some specialization to ships. I'm not sure about the complicated task of giving them a mind of their own. I would think rolling out an awesome specializing feature simply as, crew are hired or sold, attributes effect ships attributes, can gain experience through actions, can level their bonuses. The later perhaps look at increasing their intelligence.. otherwise it's more talk on battle specialization that goes on with no progress.

Tavern, awesome idea :y.

Estate.. why sink massive gold into a house with no return benefit? Sure it might in the future, again though that could take years. There are many things to spend gold on right now, and any form of specialization or tavern gambling will add to this.

Re: Dev Notes on future features

PostPosted: Thu Feb 15, 2018 2:02 pm
by PhoenixKnight
I player may be frustrating considering how many players are there. What about 1 nation or 1 guild

Re: Dev Notes on future features

PostPosted: Thu Feb 15, 2018 3:44 pm
by Captain Jack
Well, since Taverns will be trade-able among players, this should not be an issue in the long run.

Re: Dev Notes on future features

PostPosted: Thu Feb 15, 2018 5:20 pm
by DezNutz
The estates gave me a great thought on plantations, more specifically how land could be used moving forward.

It is possible that you might be thinking the same, but here is my thought process on this:

Each port consists of a preset number of acres that the governor can sell/lease. (For this example, I'll say 1000 acres)
The acres are represented as a block grid on a map.
The governor can sell/lease the blocks (acres) in sets and arrange/group them on the map as he/she chooses. So for instance, the governor can make the minimum purchase 25 acres.
Players would be able to select the blocks that they want to buy/lease.
Buying land comes at a cost, and provides the governor/king a large upfront profit.
Leasing land is significantly cheaper, but profits are more of a long term investment.
All sold or leased blocks incur a daily tax/fee which is given to the nation treasury (minus corruption).
Tax/Fee would be set at the nation level via law.
The law would also set a limit for land taxes owed. Failure to pay the taxes would result in repossession of the land by the Governor.
The lease amount is the Tax/Fee plus Governor's fee. Payment frequency is determined by governor.
The biggest difference between Leased and Sold land is limitations on its usage.
Sold land can be used for anything the owner wants.
Leased land can only be used for what the lease stipulates. Such as plantation and/or another future land based feature. If designated as plantation only, the land can only be used for the plantation.
Sold land, can be resold by the owner to any other player in any amount of blocks as the owner wants. The governor/king gains nothing from the sale.
Each block/acre can be designated for use by the owner/leaseholder. (Developed Land vs Undeveloped Land)

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If this is worth looking into, I have more and will write it up, but I didn't want to continue if it isn't worth looking at.

Re: Dev Notes on future features

PostPosted: Thu Feb 15, 2018 5:28 pm
by sXs
DezNutz wrote:Sold land, can be resold by the owner to any other player in any amount of blocks as the owner wants. The governor/king gains nothing from the sale.


I could see this adding to another possibility of port takeover. If a nation other than the current owner somehow acquires 50.1% of all land in a port, that port ownership changes hands.

This could be a step away from voodoo being the sole determination of port ownership.