Bounty System discussion

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Re: Bounty System discussion

Postby Captain Jack » Fri Feb 19, 2016 10:02 pm

@Yosarian
I do not get this 300+ day ROI you are speaking of. Which is the investment you want to get back? Are you speaking on the captains cost ? Have you met a point where captains cost too high that they return this high ROI?
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Re: Bounty System discussion

Postby Crackedcubes » Fri Feb 19, 2016 10:49 pm

Captains #300-304 cost a combined $10.496M with a ROI of 233 days, assuming $45,000 a day in trade profits (no consideration for ship costs)

Captains #400-404 cost a combined $16.12M with a ROI of 358 days, assuming $45,000 a day in trade profits (no consideration for ship costs)

Granted 300-400 captains represents a player who has invested a large amount of time and gold coins in the game, but a full year to get your captains cost back? WOW! Maybe we need separate captain costs, cheaper captains for trade vessels versus more expensive captains for warships.
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Re: Bounty System discussion

Postby Mr. Rothschild » Fri Feb 19, 2016 11:13 pm

Captain Jack wrote:We could make debt-related bounties. Bounties that once the linked debt is cleared, will be removed.

Example:
1)Captain Jack owns Mr. Rothchild 30M gc but whistles to the other side and does not pay a dime.

2)Mr. Rothchild puts up a bounty for Captain Jack at 250k per plunder win, 10M available budget and links it to the debt. Mr.Rothchild gets to select an extra option:
Automatic lift conditions. Since this is a debt, Mr.Rothchild can define what terms are acceptable to retract the bounty. Let's suppose that Mr. Rothchild is seeking a payment of up to 50% in 3 days.
Mr. Rothchild pays 10,300,000 gc for this bounty (just like any other bounty).
The bounty is created but is NOT activated yet. Instead, it enters a 3 days wait time as Mr.Rothchild selected.

3)Cpt Jack receives a new event that Bounty Hunters are after his skin for the debt of 30M towards Mr.Rothchild. He has 3 days to pay Mr.Rothchild or the bounty will be published. If he manages to meet the terms (pay 15M) then the bounty is canceled (10M are returned to Mr.Rothchild, the fees are not returned for anti-cheat measurements). If he does not meet the full terms, then the bounty starts once the deadline is met.

Points for consideration:
-No second thoughts will be allowed; once a bounty is put, then only the targeted man will be able to stop it by meeting the demands. This will allow more straightforward action.
-Not sure how good this will work, but it certainly can spice things up.



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Re: Bounty System discussion

Postby Captain Jack » Fri Feb 19, 2016 11:43 pm

Crackedcubes wrote:Captains #300-304 cost a combined $10.496M with a ROI of 233 days, assuming $45,000 a day in trade profits (no consideration for ship costs)

Captains #400-404 cost a combined $16.12M with a ROI of 358 days, assuming $45,000 a day in trade profits (no consideration for ship costs)

Granted 300-400 captains represents a player who has invested a large amount of time and gold coins in the game, but a full year to get your captains cost back? WOW! Maybe we need separate captain costs, cheaper captains for trade vessels versus more expensive captains for warships.


I do not think ROI plays a real role in the game. At least not how you calculate it here.

Let's see it with my perspective to get what I mean:
If you are building Captain #301, then I assume you can afford 2 large warehouses and 2 voodoo cards per day or 2 days. In this case, the total profit from a single fleet rises to 144.000gc. Let's say 140k for an avg. Don't ask me how, it is perfectly doable with the assets I described above and I am not taking into consideration duke bonuses.

Now, on officers costs:
1,000 Ships officers cost: 5.8B
(1,000 Captains: 5,078,637,580 , 200 Admirals :461,077,492, 200 Merchants: 230,538,699

700 Ships officers cost: 2.4B
(700 Captains: 2,085,397,637, 140 Admirals 190,534,174, 140 Merchants: 95,267,054)

500 Ships officers cost: 1B
(500 Captains: 901,149,280, 100 Admirals 83,030,482, 100 Merchants: 41,515,219)

500 ships can generate 100X140k = 14M a day. In 71 days running at full ships, you can take back your investment. Disregard all the income in between till you get there. Take this in your pocket as real profit. After all, it is too troublesome to calculate the profit in between as it is dependable on what methods you used to obtain captains/ships, how long it took you,etc.

700 ships = 140x140k = 19.5M -> 123 days

1000 ships = 28M -> 207 days

You lack the funds to get straight the needed officers? Get loans (banks will soon need new funding methods I guess if people start using loans feature more).
You lack the turns to construct the ships at once? Use the ships market.
Do you have a pirate pestering your merchant ships? Use bounties to keep him occupied.

Simply giving you a positive solution of existing features for merchants.
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Re: Bounty System discussion

Postby Stan Rogers » Fri Feb 19, 2016 11:59 pm

Mr. Rothschild wrote:
Captain Jack wrote:We could make debt-related bounties. Bounties that once the linked debt is cleared, will be removed.

Example:
1)Captain Jack owns Mr. Rothchild 30M gc but whistles to the other side and does not pay a dime.

2)Mr. Rothchild puts up a bounty for Captain Jack at 250k per plunder win, 10M available budget and links it to the debt. Mr.Rothchild gets to select an extra option:
Automatic lift conditions. Since this is a debt, Mr.Rothchild can define what terms are acceptable to retract the bounty. Let's suppose that Mr. Rothchild is seeking a payment of up to 50% in 3 days.
Mr. Rothchild pays 10,300,000 gc for this bounty (just like any other bounty).
The bounty is created but is NOT activated yet. Instead, it enters a 3 days wait time as Mr.Rothchild selected.

3)Cpt Jack receives a new event that Bounty Hunters are after his skin for the debt of 30M towards Mr.Rothchild. He has 3 days to pay Mr.Rothchild or the bounty will be published. If he manages to meet the terms (pay 15M) then the bounty is canceled (10M are returned to Mr.Rothchild, the fees are not returned for anti-cheat measurements). If he does not meet the full terms, then the bounty starts once the deadline is met.

Points for consideration:
-No second thoughts will be allowed; once a bounty is put, then only the targeted man will be able to stop it by meeting the demands. This will allow more straightforward action.
-Not sure how good this will work, but it certainly can spice things up.



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This is a much better use of bounties and I am sure every banker will use it to its intended purpose.

I am also sure bailiff's and those responsible for collection of National debts will also find it very helpful. Going for a stretch here and suggest those who have legitimate need for a bounty be given a special "price' on it's usage over those who just want to revenge bounties.
Maybe allow bankers and national debt collectors voodoo abilities only.
Revenge hits have the voodoo restriction. This gives a perk to the extra work/investment involved to those who made the extra effort ?
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Re: Bounty System discussion

Postby Most Lee Harmless » Sat Feb 20, 2016 1:49 am

maybe there si a way to make some coin out of this :

Bounty Reward!
You have earned gc 10,000 after completing a bounty!

You begin using the voodoo curse Time Spiral on Danik (#43694) !

Danik (#43694) lost 4 turns!


hey, juicy, double the bounty and I will do it myself....
-1 : Move to archive.
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Re: Bounty System discussion

Postby Ghost » Sat Feb 20, 2016 8:09 am

Life is too short to read all these lengthy posts.

I for one like this new Bounty System. It just adds another dimension and depth to this game.

Having run 200 fleets and selling them, Raiding with a couple of small fleets then selling those, Trading the card market and selling the credits to banks (with zero ships too my name) and then dumping all my gold, voodoo and credits just to start over again, I've realised that it is now a lot easier to start out in this game. And, who cares if others have level 20 Goldsmiths ? Their capital investment allows me to profitably trade in gold bars, buy them on the open market to build stuff and quickly hide gains from raids in a warehouse (yes there is a 5% loss on resale) without having to access banks. Thumbs up!
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Re: Bounty System discussion

Postby Roberts » Sat Feb 20, 2016 8:13 am

Captain Jack wrote:Do you have a pirate pestering your merchant ships? Use bounties to keep him occupied..


This message is slightly off topic, but no offence Captain Jack : Some Pirates I believe in this quote...

" You can't keep a dog down " - What I mean by this is, some pirates, whilst they have/are being cast on still Kick up a fuss when they can : This will be a live example of my recent events with Tomoe ( Now someone else ;) )

He cast Hostile Waters + Disfavor + Chain's of Justice ( A good Combo of cards - Especially for stopping a Pirate) But, I had found a way to counter this months ago - Cast "Vengeance of the Witch Doctor" on a few fleets ( Around 5+). Then Remove Chains of Justice - So, you can then attack - You have got to ask yourself a serious Question Would a Pirate with High danger rating care, about Hostile Waters and Disfavor?

Pirates such as Henry Avery would ( No offence Avery - As, he likes getting the Win Ratio up : Nothing wrong with that ) But, he only strikes once in a week if that, so I see no reason he would be a " Victim of bounty's "

I will get back on Topic - The Only true way, you can hold down a dog - Is Indeed, Time Spiralling him.. Which can be put on a bounty.

To Danik I say the following:
...

P.S You guys see Admin is providing Solutions already - It will work out for you ( Maybe : I don't know ) But I have trust in him/them.
Civilian:Are you insane? One pirate against trained pirates... Who do you think this man is? God?
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Re: Bounty System discussion

Postby Most Lee Harmless » Sat Feb 20, 2016 8:19 am

Indeed, you can put TS on a bounty.. but the cheapskates havent considered the cards true value : going by market prices, its worth a good 70-80k of coin.. so a reasonable bounty rate would be 100k per cast to give our chancer some prospect of a return for their effort. As usual, the angry dullards seek out naive fodder to carry the weight in their latest 'clever-clogs' scheme..
-1 : Move to archive.
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Re: Bounty System discussion

Postby Roberts » Sat Feb 20, 2016 8:23 am

Danik wrote:Indeed, you can put TS on a bounty.. but the cheapskates havent considered the cards true value : going by market prices, its worth a good 70-80k of coin.. so a reasonable bounty rate would be 100k per cast to give our chancer some prospect of a return for their effort. As usual, the angry dullards seek out naive fodder to carry the weight in their latest 'clever-clogs' scheme..


The Price is debatable for New Players, I would only seek 80,000 to cast on them a Time Spiral : As, well they can not do much harm - Or can they... But for older more experienced players or a " Vet " I would want 150,000... At least... :D
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