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Officer Cost Tech Tree Ideas

PostPosted: Fri May 03, 2019 2:34 pm
by PFH
First five captains costs 8,346 gold with my 26% off. Buried treasure can pay for many of your first officers.

At captain number 5000, the cost is 104,651,803 gold coins with my tech. This cost is very close to the same cost if you were to start wih no captains and buy 238 of them at once.

Why isn’t there a cap to the cost of officers after a certain number? Why pay 100million gold at such a large number of officers when you only paid 2 million for a captain at a tenth of the size?

And why does a bribe have to be the only way to make it cheaper? Why does the reliance of voodoo for merchanting have to be?

Well Bribes usually have a cap value, whereas officers never get any cheaper as its not a market.

Why can’t officers have a cap as well? Even if its at a bigger number.

CDV will likely never get to sail all 15k of his ships, because it’s too expensive. Plus with assassins, it never will be worth it. You’d be better off paying off people and never getting into a fight.

I propose a tech tree upgrades for officer cost reductions based on current officer count. For example: once you maximize your officer contracts level, you can expand to reduce the costs of officers from their current price and not from the price without contracts.

Example being lets say i have maxed contracts (40%off the original full price of the officers.) with the new tech tree, there is a never ending segmented path of reducing the cost of the officers. Each segment goes up to level 10 and each can reduce the costs of officers by 2%. You unlock each segment based on the number of officers you have. Losing officers loses the tech availability, however upon reunlocking the tech, you wont have to pay for the levels again. Losing officers loses the officer cost reductions. This segmented path never ends.

Thoughts?

Re: Officer Cost Tech Tree Ideas

PostPosted: Fri May 03, 2019 4:22 pm
by DezNutz
A captain provides nothing other than being able to fleet your ship. Without an additional purpose and a more static base cost, a market for officers is pointless.

Re: Officer Cost Tech Tree Ideas

PostPosted: Fri May 03, 2019 4:47 pm
by PFH
I dont propose a market.

I propose a tech path idea. Decreases officer costs based on the amount you have and allows larger means of extending trade fleets.

Re: Officer Cost Tech Tree Ideas

PostPosted: Fri May 03, 2019 6:35 pm
by Shadowood
There has to be some cap to Officers and the price basically caps what 1 individual has. It would be insane for someone like CDV to have all 14,000 ships actually sailing. It would break the game. The ports would run drier then they are now.

Re: Officer Cost Tech Tree Ideas

PostPosted: Fri May 03, 2019 7:03 pm
by PFH
I understand that

Easy fix for that is to make room for more plantations and to set a maximum amount of captains possible for a player.

I honestly believe a player should be able to sail 5000 ships maximum due to officer caps.

The game is expanding and has been at a very strong rate recently. More updates come with more attraction from the outside. Preparing for the long term can make it easier to accommodate incoming players, and likely many will attempt different goals. Being able to handle a larger playerbase makes it easier for everyone in the longer run

Re: Officer Cost Tech Tree Ideas

PostPosted: Fri May 03, 2019 7:22 pm
by DezNutz
Clockwork wrote:I understand that

Easy fix for that is to make room for more plantations and to set a maximum amount of captains possible for a player.

I honestly believe a player should be able to sail 5000 ships maximum due to officer caps.

The game is expanding and has been at a very strong rate recently. More updates come with more attraction from the outside. Preparing for the long term can make it easier to accommodate incoming players, and likely many will attempt different goals. Being able to handle a larger playerbase makes it easier for everyone in the longer run


In general, suggestions that are restrictive are frowned upon. There has to be a valid reason to restrict something, such as preventing a loophole or exploitation.

Re: Officer Cost Tech Tree Ideas

PostPosted: Fri May 03, 2019 7:29 pm
by PFH
DezNutz wrote:
Clockwork wrote:I understand that

Easy fix for that is to make room for more plantations and to set a maximum amount of captains possible for a player.

I honestly believe a player should be able to sail 5000 ships maximum due to officer caps.

The game is expanding and has been at a very strong rate recently. More updates come with more attraction from the outside. Preparing for the long term can make it easier to accommodate incoming players, and likely many will attempt different goals. Being able to handle a larger playerbase makes it easier for everyone in the longer run


In general, suggestions that are restrictive are frowned upon. There has to be a valid reason to restrict something, such as preventing a loophole or exploitation.


I agree. This isn’t restrictive per say, just a officer tech path discussion. Id like to see where its not economically restricting to be able to sail more fleets.