[Implemented] New Feature: Fishing

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Re: New Fleet action: Fishing

Postby Barnabas Sackett » Thu Jun 25, 2015 3:26 am

What about a herring buss? we have different types of merchant and war ships, why not the same with fishing ships? they can vary in cargo/speed/crew capacity. might even have the option to arm them in case of war? dont see the point, but its been done. https://en.wikipedia.org/wiki/Herring_buss
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Re: New Fleet action: Fishing

Postby Captain Jack » Thu Jun 25, 2015 1:36 pm

The Herring Buss looks nice too. I am unsure which one fits our setup most.
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Re: New Fleet action: Fishing

Postby Barnabas Sackett » Thu Jun 25, 2015 7:05 pm

The herring buss was larger, held more cargo and crew(18-30). sometimes there were ships that would go out and buy their catch, allowing the buss to stay out longer, making more profit. The wikipedia page is a very good read.
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Re: New Fleet action: Fishing

Postby Captain meow » Sat Jun 27, 2015 2:12 am

Rasec87 wrote:The herring buss was larger, held more cargo and crew(18-30). sometimes there were ships that would go out and buy their catch, allowing the buss to stay out longer, making more profit. The wikipedia page is a very good read.

wikipedia is not creditable anyone can edit a wiki page with wrong facts
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Re: New Fleet action: Fishing

Postby Barnabas Sackett » Sat Jun 27, 2015 2:21 am

That's what sources are for.
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Re: New Fleet action: Fishing

Postby Captain meow » Sat Jun 27, 2015 6:00 pm

so when it come out im ready to fish
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Re: New Fleet action: Fishing

Postby Roberts » Sat Jun 27, 2015 6:04 pm

To me , this is not a really " Needed Feature " , Just rather a " Add-On " : Bump up the ratings etc... Personally i think the Admins/Devs should be working on the [Approved] Guild Rank Permission - View Forums option , or maybe translators for the game - Yes it is hard to code such a thing - But the Guild ranking permission was approved nearly 2 years ago... It is a much needed feature for things like " Operation Dirty ".
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Re: New Fleet action: Fishing

Postby Most Lee Harmless » Sat Jun 27, 2015 7:44 pm

I disagree.

yes, translations and guild permissions are useful, however, the game will not die overnight without them : but with hide-outs, technologies, resource buildings, etc, the game is already under-going a major shake-up which will lead to most, if not all, production being player-generated : I see 'fishing fleets' as being part of that new model of production ; so, the ability to generate 1/3 of wage stocks or a trading resource 'in port' is no small thing : as CJ said in his original post, its a feature which has been long-planned : I dont suppose any of us are truly aware of the amount of major 'back-ground' work that has been done to prepare the ground for new additions such as this and future resource-related features to be 'slotted in' easily but the short implementation timetable given hardly comes across as a major diversion from 'other tasks'.

Translations are a major piece of work : Every single piece of text has to be re-done then added alongside the existing text as an alternative display for the code to choose from : all the help notes, all the starter 'quests', all the events, notifications, headers, footers, tables, charts, guild info, nation info, top tens, chat boxes, forums, demographics, battle reports, voodoo guides, etc, etc, including any illustrations using text (Voodoo cards, Officers, Fleets, Market, etc, etc,).

I think some thought also needs to be given to whether such translations run as separate servers, and thus game-worlds, or alongside other languages in this current game-world.

Guild permissions : ranks can already be set to allow limited viewing of internal matters for new players with the lowest ranks : nation forums already allow for restricting viewing to a chosen rank and above: I dont see why a similar system cant be overlaid onto guild ranks : one problem might well be that nation ranks are limited in number and clearly defined : guild ranks are not so simple, being as its possible to have 100 separate ones and every guild has a different ranking structure and name for each. So, it would probably need to be based on 'power' bands rather than specific ranks : i.e. all ranks, above 10, above 20, above 30, and so on.
-1 : Move to archive.
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Re: New Fleet action: Fishing

Postby Roberts » Sat Jun 27, 2015 7:48 pm

Danik wrote:I disagree.

yes, translations and guild permissions are useful, however, the game will not die overnight without them


And you are saying the game would die overnight if this " Useless " ( In My Opinion ) fleet action did not come out?..
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Re: New Fleet action: Fishing

Postby Most Lee Harmless » Sat Jun 27, 2015 8:06 pm

I never said that : dont conflate one given opinion with an ungiven one : my opinion was that a simple addition to ship types, easily implemented, that moved the game forward towards player-generated resources and would provide a frame-work, and perhaps a test-bed, for those future changes was not unworthy of the admin/devs time. Viewed in isolation as a mere 'add-on' maybe, but as part of that overall structural change, then its time well spent, in my view.

My opinion of the major changes required to implement translations was positive, whilst also noting it was not as simple as it may look on the surface. Like-wise, with guild permissions : there the stumbling block may well be the flexibility that allows us to give ourselves unique ranks and thus guild-titles with, at times, unique power ratings.

So, no, the game will not die overnight without any of the three changes mentioned : so, no reason to dismiss the easily accomplished ones just because the other two are so much harder and require so much more work.

BTW : you call it 'useless' and I'd suggest that's because it wont do much for you with your current strategy : well, skirmish is pretty hopeless for probably 80% of the player base whilst being very helpful to the small-fleet raiders strategy. Lift your eyes from just thinking about your own small world and consider the game overall : skirmish adds something to the mix, let's have it : Fishing will add more, lets have that as well. Guess what, I may do one, both or neither, don't make them useless, vital, or whatever : they are options for all players to choose from to develop their own strategy, which may not be ours, but if everyone adhered the 'received wisdom', it would get a bit dull...
-1 : Move to archive.
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