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Ship Traits Activation Requirements?
Posted:
Thu Jan 31, 2019 4:42 pm
by Admiral Nelson
Question:
Should a trait be active when the person has no gold coins & cannons on-board or next to no crew on?
I think not, what do you guys think?
I request for a trait to be 'active' the ship needs to have requirements. (X amount of Crew on board/ X amount of cannons installed/ X amount of gold coins on hand.)
Re: Ship Traits Activation Requirements?
Posted:
Thu Jan 31, 2019 4:51 pm
by Meliva
This, is kind of a tough decision honestly. I think it should depend on the trait somewhat, as some traits are rather straightforward and would be problematic to deactivate-mostly the extra ones. Extra level, extra cannons, cargo, as having these turn off, would make some new issues-are the extra benefits gone? Do they just deactivate? For some of the other traits having them turn off at a certain point would be much simpler and in some cases make sense.
For example, if a ship has no crew, but has the trait loyal crew, obviously it shouldn't work at that point.
So i would say some traits should definately have some sort of requirement and if it fails that then the trait is inactive. But others should remain active no matter what.
Re: Ship Traits Activation Requirements?
Posted:
Thu Jan 31, 2019 5:05 pm
by Captain Jack
Can we be specific? Which traits? Loyal Crew is not activated already if the ship has no crew.
Re: Ship Traits Activation Requirements?
Posted:
Thu Jan 31, 2019 5:13 pm
by Admiral Nelson
Captain Jack wrote:Can we be specific? Which traits? Loyal Crew is not activated already if the ship has no crew.
All of them essentially. However I see Melivas point, Traits would remain deactivated until a new 'captain' comes to claim.
So for example Extra Cargo/Cannons would remain active.
Loyal crew would be deactivated.
Fire Assault/Levi Assault could be deactivated if the person has not been active in the past X days.
Re: Ship Traits Activation Requirements?
Posted:
Thu Jan 31, 2019 5:18 pm
by DezNutz
So that farming inactives is easier?
As long as the ship has the minimum crew allowed, I see no reason for traits not to function.
Obviously Fire Assault requires cannons so that shouldn't work without minimum crew and at least 1 cannon.
Re: Ship Traits Activation Requirements?
Posted:
Thu Jan 31, 2019 5:52 pm
by Captain Jack
I agree with DezNutz
Re: Ship Traits Activation Requirements?
Posted:
Thu Jan 31, 2019 6:06 pm
by sXs
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?
Re: Ship Traits Activation Requirements?
Posted:
Thu Jan 31, 2019 6:11 pm
by sXs
Also consider how can a crew of 5 (min req. to sail) be nearly as effective as a full crew?
Re: Ship Traits Activation Requirements?
Posted:
Thu Jan 31, 2019 6:29 pm
by DezNutz
Feniks wrote:Also consider how can a crew of 5 (min req. to sail) be nearly as effective as a full crew?
I thought min crew to sail was 15.
Re: Ship Traits Activation Requirements?
Posted:
Thu Jan 31, 2019 6:30 pm
by Admiral Nelson
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.