[Implemented] New Feature: Fishing

Implemented suggestions or suggestions that refer to implemented suggestions can be found here.

Re: New Fleet action: Fishing

Postby Most Lee Harmless » Tue Jul 07, 2015 2:42 pm

Not sure it will be an issue until one gains the highest technology levels : checking the work-rate/capacity equations, the fleet should never fill fast enough to get back to port within the hour (the exception being sloop/cutter fleets due to their small 30 crate ship capacity).

That said, I do like the idea of a 'carelessness' penalty for those who don't do their sums first and add a 'slower-filling' ship type to their fleet, or reduce crew numbers, to keep it over the hour. We do the same for trade fleets, so its not rocket science.

But, for fairity's sake, if the fishing fleet cant use the merchant's bonus of auto-stop when endangered.. perhaps fishing fleets should not require one to work?
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Re: New Fleet action: Fishing

Postby Captain Jack » Tue Jul 07, 2015 4:15 pm

You are right, the problem will mostly appear if one uses a war fleet or has very high level in the Academy.

They will not need a merchant anyway, one of the perks. Of course, we have already estimated this in the feature design.

The fishing feature has its fair share of in-depth strategy. There is a lot of room for improvement and specialization. From ship selection to port selection and where to sell your cargo. From special ship specific for this usage to production improvement through the Academy.
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Re: New Fleet action: Fishing

Postby Captain Jack » Tue Jul 07, 2015 4:47 pm

Another decision we took, that I never mentioned is that there will be no cancel order for the mission. This means that the fleet will return when 18hours pass or when ships are full of cargo, whichever happens first.

There is no radio in the game time, so there should also be no way to signal ships to cancel.
Perhaps, we can create a technology that will allow this in the game but certainly not among our priorities.
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Re: New Fleet action: Fishing

Postby Most Lee Harmless » Tue Jul 07, 2015 5:07 pm

The Royal Navy used pinnaces, small but very fast messenger boats, to maintain contact with and between fleets : the closest ship to that in the game would be the cutter : so its possible the fishing fleets could be recalled, in case of threat or calamity but I dont see it as necessary : you want your fishing fleets out there filling their holds ; they would serve no better purpose sitting in port, I cant really think of a reason it would be preferable.

Like the no merchant required : that should let new players get into the feature fast and start earning from their first trade ships before unleashing them onto trade routes.

And, yes, the fishing feature has potential to be very useful if folk apply some thought to it : I've thought of a few strategies already : I'll not share them all here, but a bit of lateral thinking goes a long way. Clue : some ships can do more than one job and fill more than one function at a time.
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Re: New Fleet action: Fishing

Postby Captain Jack » Tue Jul 07, 2015 5:26 pm

As discussion also unfolds internally (we now have one fleet out there fishing) it seems that players should be able to recall these fleets eventually. If not,they will be greatly hindered strategically (and even locked with rotten food) long enough to lost much as the defender's will not be able to recall them at port (and break the fleet down perhaps).

We are not sure we want to allow this, so preferrably a recall order that will need about 10 minutes to complete, is preferrable.

Small details that make the difference.
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Re: New Fleet action: Fishing

Postby Most Lee Harmless » Tue Jul 07, 2015 5:27 pm

Captain Jack wrote:Another decision we took, that I never mentioned is that there will be no cancel order for the mission. This means that the fleet will return when 18hours pass or when ships are full of cargo, whichever happens first.

There is no radio in the game time, so there should also be no way to signal ships to cancel.
Perhaps, we can create a technology that will allow this in the game but certainly not among our priorities.


Actually, there were a variety of systems in place at the time : semaphore towers/flags, for example, could pass messages to and from inshore fleets. Likewise warning beacons lit on the shore. Also things like the noon cannon shot, to mark time : some ports used a ball falling from a tower (bit like the Times Square New Year thing) to mark tide changes. 'Maroons' could also be fired, large rockets of various colors as signals.

Brings to mind an idea for a voodoo card 'Sailor Beware!' which lights warning beacons : cast in defence by self or others, it adds an evasion chance to fleets approaching port under threat of Hostile Natives : maybe something like skirmish evasion, a % chance to avoid the HN penalty for arrival. It could only be cast after a HN attack.
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Re: New Fleet action: Fishing

Postby Captain Jack » Tue Jul 07, 2015 5:32 pm

Off topic but still relevant:
Perhaps we can allow the construction of lighthouses which can be port buildings. The existence of a lighthouse will allow all nations at peace with the port controlling nation, to use the lighthouse. The lighthouse can allow players to recall fleets.
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Re: New Fleet action: Fishing

Postby Captain Jack » Tue Jul 07, 2015 6:23 pm

We have decided to allow fleet recall. Once lighthouses are implemented, this will only be available to those that have access to a lighthouse at the port.

So, before implementation, one issue remains to be decided:

-Should we allow fleets to auto sell food or they should only be allowed to store to warehouse?


We can go with same tactic on this one, allow it for now but then only allowed when something else is met (technology/building/whatever fitting).
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Re: New Fleet action: Fishing

Postby Mohammed » Tue Jul 07, 2015 6:48 pm

Captain Jack wrote:We have decided to allow fleet recall. Once lighthouses are implemented, this will only be available to those that have access to a lighthouse at the port.




still when a fleet is too far from port it wont be able to see the lighthouse so it should be able to recall only the fleets that have set sail for like 5-10 minutes
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Re: New Fleet action: Fishing

Postby Most Lee Harmless » Tue Jul 07, 2015 6:48 pm

either : give the player the choice. but, if it has to be one or the other, then store to warehouse gives players the chance to sell it later if they wish manually. Otherwise, the catch can never be used to run potato parties or feed your workers in the hideout.
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