List of features not mentioned elsewhere

Any game related discussion can take place here. Examples: Discuss about how bad the merchant rates have been lately, how rich you have became by following this specific strategy which now needs to stop etc etc

List of features not mentioned elsewhere

Postby Captain Jack » Wed Jan 16, 2019 7:20 pm

We are at a period where we forward new features quickly, in order to catch up with the players pace. This period has started for some months now. I will now present you with a list of what is currently on the table and do not already exist at a forum topic. Some of them have already some work on them, others are just an idea. Feel free to comment. Your comments will shape final ideas, their like hood to be implemented and their priority.

-Skirmish Technology limit upgrade: New limit will be 30.
This means that players will be able to get an extra 10 skirmish points per day.

-Mass fleet creation tool / Fleet Profiles
You will provide criteria like: ship types, ships order, traits, cannons, levels and crew you would like your created fleets to have.
The tool will be able to hire/fire crew, upgrade levels, buy/sell cannons and create the fleets based on your options.

It will target one port at a time and every ship outside a fleet. With this tool, one will be able to gather all his ships in a port and then use a newly created button to disperse all of them (it will only work for fleets in a port).

Then, by using the tool he will be able to restructure them in the way he want in a few moments.

-Trade Routes Profiling

You will be able to create, store and share trade route profiles (with guild and other players) which you will then able to use on fleets. This will not replace the current way to manage trade routes but it will add yet another way.

-Auto recruit option for guilds

This will be an option used by fleets. The general idea is that guilds will use a few criteria to automatically recruit new players. The criteria will be fame and nationality. For example, you may want to recruit only UK citizens and only those that have reach 100 fame. Then the guilds will set a bounty for the recruitment.

Newcomers that fit the criteria will be presented with an option to join the guild (in an obvious way). The guild that offers the biggest bounty will be listed above the rest. All criteria will be visible to newcomers into a special list, so a guild recruiting with lesser criteria will not get all new recruits.

Instead, in this way newcomers will have an extra reason to follow the tutorials in order to join the guild of their choice. Once they do, they will receive the bounty paid by the guild. In this way, newcomers will get a welcome bonus to use right away and recruitment will work even if none of the guild is online at the moment.

To facilitate this, we will create a special account in the guild where guildmembers will be able to donate. Donated gold coins will then be used to pay the bounties.


-New Cards/Revision

There is a topic for this but it is buried right now. Here it is: Ships/Cards Revision

-New type of rankings: Fortune Rankings

Just like combat rankings, we are looking to add a new way of rankings into the game. They will come in 6 categories:
Merchants, Spenders, Bankers, Plantation Owners, Kings and All Arounders.

-New type of notifications: Gameplay notices

Here are some examples:
-When acres of a plantation have been re-arranged.
-When a warehouse is filled up.
-When Fertile Lands expire.

-Fishing Routes: Food ports will buy fishes

Right now, it is not possible to sell on a Food port. Fishing routes that have the option to sell at market, store to the warehouse instead. When warehouses fill up, the fishing fleets start to accumulate danger as they travel between the port and the fishing area, till they can find space to store their fish.

The idea is that Fishing Routes will become able to sell at food ports.
The buying price will be at Food port price - the same that the port sells it. In simulation reality, the port merchant will be doing a "favor" to the fishermen and will in fact sell at loss (as he pays the tax afterwards). In gaming reality, the price offered to the player will still be one of the lowest as food ports usually have the lowest price.

However, this will come with two benefits:
1)Fishing fleets in case of a full warehouse, will not accumulate danger as they will sell to the market instead.
2)The port market will get food crates, which are becoming more and more valuable.


Small Improvements list
-Captain log expansion: Crystal Ball reports
-Reform Bank Accounts list display (open/closed)
-Special icon for loans when the bank is closed
-Fireship voodoo card uses a drop down list instead
-Log deleted accounts at Bank logs
-Spy Network/Crystal Balls repository for guilds - Automatically generated
-Distribute the 750k locals production hourly (31.25k crates/hour) instead of right after the resource update (for ports with stocks 10M or less)



Again, this list only includes features/ideas not found in the forums. A few of them have been discussed in the slack channel.
User avatar
Captain Jack
Project Coordinator
 
Posts: 4043
Joined: Tue Feb 08, 2011 1:12 am
Location: Pania

Re: List of features not mentioned elsewhere

Postby Shadowood » Wed Jan 16, 2019 7:40 pm

Captain Jack wrote:-Fireship voodoo card uses a drop down list instead


YESSSSSSSSSSSSSSSSSSSSSSSS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I don't fear death. I look forward to it with great anticipation. For then I will met God face to face and let him know that I stole his Man of War!!!
User avatar
Shadowood
Fantasy Draft Deity
 
Posts: 4080
Joined: Mon Feb 08, 2016 5:40 am

Re: List of features not mentioned elsewhere

Postby William one eye » Wed Jan 16, 2019 9:13 pm

Trade Routes Profiling

sharing trade route profies :y seems like that would be very useful in a training guild, I can see a fair number of additional benefits as well.


this was an idea i presented that had some similar aspects with addition of scheduling.

Trade Route Scheduling
viewtopic.php?f=4&t=4121&hilit=trade+route+scheduling
Image
User avatar
William one eye
 
Posts: 1618
Joined: Wed Apr 20, 2016 2:33 pm

Re: List of features not mentioned elsewhere

Postby Noffin » Wed Jan 16, 2019 9:32 pm

All your routes belong to me.
User avatar
Noffin
 
Posts: 262
Joined: Wed Sep 09, 2015 4:09 pm

Re: List of features not mentioned elsewhere

Postby sXs » Thu Jan 17, 2019 2:43 am

Captain Jack wrote:.

-Auto recruit option for guilds

This will be an option used by fleets. The general idea is that guilds will use a few criteria to automatically recruit new players. The criteria will be fame and nationality. For example, you may want to recruit only UK citizens and only those that have reach 100 fame. Then the guilds will set a bounty for the recruitment.

Newcomers that fit the criteria will be presented with an option to join the guild (in an obvious way). The guild that offers the biggest bounty will be listed above the rest. All criteria will be visible to newcomers into a special list, so a guild recruiting with lesser criteria will not get all new recruits.

Instead, in this way newcomers will have an extra reason to follow the tutorials in order to join the guild of their choice. Once they do, they will receive the bounty paid by the guild. In this way, newcomers will get a welcome bonus to use right away and recruitment will work even if none of the guild is online at the moment.

To facilitate this, we will create a special account in the guild where guildmembers will be able to donate. Donated gold coins will then be used to pay the bounties.




What about improved nation recruiting? This was one of my very first suggestions. Suggested 19 days after I first sailed the seas of Avonmora. Almost exactly 2 years ago.

The names have changed but the basic idea remains the same.

https://www.piratesglory.com/forums/viewtopic.php?f=4&t=3200
User avatar
sXs
 
Posts: 2450
Joined: Sun Jan 01, 2017 6:17 pm

Re: List of features not mentioned elsewhere

Postby PFH » Thu Jan 17, 2019 2:46 am

Feniks wrote:
Captain Jack wrote:.

-Auto recruit option for guilds

This will be an option used by fleets. The general idea is that guilds will use a few criteria to automatically recruit new players. The criteria will be fame and nationality. For example, you may want to recruit only UK citizens and only those that have reach 100 fame. Then the guilds will set a bounty for the recruitment.

Newcomers that fit the criteria will be presented with an option to join the guild (in an obvious way). The guild that offers the biggest bounty will be listed above the rest. All criteria will be visible to newcomers into a special list, so a guild recruiting with lesser criteria will not get all new recruits.

Instead, in this way newcomers will have an extra reason to follow the tutorials in order to join the guild of their choice. Once they do, they will receive the bounty paid by the guild. In this way, newcomers will get a welcome bonus to use right away and recruitment will work even if none of the guild is online at the moment.

To facilitate this, we will create a special account in the guild where guildmembers will be able to donate. Donated gold coins will then be used to pay the bounties.




What about improved nation recruiting? This was one of my very first suggestions. Suggested 19 days after I first sailed the seas of Avonmora. Almost exactly 2 years ago.

The names have changed but the basic idea remains the same.

https://www.piratesglory.com/forums/viewtopic.php?f=4&t=3200

Skyhawk has left a comment on it for further discussion. I will bump your suggestion in a few minutes. Thank you :)
Evil Teddy Bear :P
User avatar
PFH
 
Posts: 3249
Joined: Mon Apr 24, 2017 1:48 pm

Re: List of features not mentioned elsewhere

Postby Grimrock Litless » Thu Jan 17, 2019 1:18 pm

Mass fleet creation is where its at.
"Got ya."
User avatar
Grimrock Litless
 
Posts: 2591
Joined: Thu Aug 13, 2015 2:50 pm
Location: Under the sea, in a submarine!


Return to General Discussion

cron