[Deprecated] Another big feature: Ship abilities

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Re: Another big feature: Ship abilities

Postby Mohammed » Wed Apr 03, 2013 3:31 pm

a great list well done captain d
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Re: Another big feature: Ship abilities

Postby Xanadu » Wed Apr 03, 2013 9:21 pm

Those sound pretty good. Not too much, not too little to be worth the upgrades.
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Re: Another big feature: Ship abilities

Postby PhoenixKnight » Thu Jul 11, 2013 1:30 pm

Is it possible to be able to change the attribute points distribution on the ships we already own.
It seems pretty rigid now.
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Re: Another big feature: Ship abilities

Postby Briar » Thu Jul 11, 2013 2:44 pm

PhoenixKnight wrote:Is it possible to be able to change the attribute points distribution on the ships we already own.
It seems pretty rigid now.


There will be a voodoo card that will allow us to redistribute the points of a ship we own.

Captain Jack wrote:
5.
Name: Remodel
Type: Artifact (Self Only / Cannot be countered/blocked/confused)
Rarity: Rare
Turns needed: 8
Function: Allows redistribution of all ship attributes
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Re: Another big feature: Ship abilities

Postby Captain dungeness » Thu Jul 11, 2013 7:16 pm

Captain Jack, Did you see my post on the last page with ship ability idea proposals? I haven't seen a post from you here- just want to know your thoughts :)

-Captain D
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Re: Another big feature: Ship abilities

Postby Captain Jack » Fri Dec 12, 2014 12:16 pm

Your list is beautiful Cpt D. If we implement the Call Leviathan resistances, we will drop Call Leviathan turn cost to 3 again or to 6.

Another idea we have about ships is to allow some of them to carry out special operations (or simply put missions). Here is a list of operations they could (according to ship type) be added:

1.Shipwrecks revovery Mission
-This will be a Tidal Wave procedure. You will send out your ships on a mission. You will get to select how many hours this operation will last (1,2,3,4 hours). Then, they will return with a ship they recovered from the sea bottom.

Hours will play a role on chances of success.

2.Espionage
-With the addition of hideouts, this will become more important but not right at the beginning anyway. We can sort out which kind of things an espionage mission could reveal and how exactly it will work. A simple idea would be to send (a fast) ship to surveil a fleet of the player you wish (tracked down by the port gossip most probably). Then, if successful, you will get some piece of info (ie, warehouses info).

3.Fishing
-Hey, why not? We do not have fishing in the game while we could. We could use some fish boats to generate food. Players will again select the ships and hours to send them out.

4.Ambush (plunder)
-Similarly like plunder, this could be the way to utilize gossip screen and give the ability to players to skip the danger system to attack someone. The attack though, will still generate danger for the attacker. Perhaps it would be best way to implement the core idea of Coming enemies across sea. Players will send out their fleet on 4 hour journey during which the fleet will be unusable. At the end of the 4 hours, it will hit an enemy fleet found at the vicinity of selected port. Perhaps we can allow players to choose nation at the expense of an extra hour. Surely, this mission, at least for the beginning, will be limited 1 per any given time. Which means that a player will be able to launch a maximum of 6 such missions per day.

More missions will include Patrol and Escort features, based on the relative forum suggestions.

Feel free to add your own ideas. This feature will follow the Hideout + Gold Resource + Banks implementation so we need to finalize details on it.
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Re: Another big feature: Ship abilities

Postby Grogggy » Sat Dec 13, 2014 2:02 pm

love these special op or missions--especially the ambush.

blockade could be another where a certain player/fleet tries to leave a port, he is able to be attacked.
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Re: Another big feature: Ship abilities

Postby Loki » Wed Dec 17, 2014 8:31 pm

I like that List Captain D and it will give every player some good options to work with and bring some good balance to the game.
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Re: Another big feature: Ship abilities

Postby Stan Rogers » Thu Dec 18, 2014 4:23 am

Picket Duty- Fleet patrols a specific area on map. Reports all fleets passing through its patrol area.
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Re: Another big feature: Ship abilities

Postby Barnabas Sackett » Thu Dec 18, 2014 6:42 am

what if you had to keep crew happy? like if crews where more likely to mutiny if you wanted to go through a bad pirate area, or if you are a pirate an area with lots of patrols, because of fear? or something like that. patrols to keep waters safe would be cool, make tradibg more profitable, and profits for pirates with extortion, pay fees to be safe. dunno if these have been mentioned, probably have.
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