Black sparrow wrote:-The option to buy from another player warehouse at port sounds too powerful. We had such a long talk in how to ensure that no one skips the ship usage. This should be taken in mind.
On second thought, I agree with you on this, Black Sparrow. I try to think my suggestions through before posting, but this one obviously wasn't thought through well enough. In fact, I agree so strongly that I suggest the following: Player generated goods should ONLY be generated in ports that sell the particular goods today. So: Fishing only in ports that sell food, mining only in ports that sell iron, and so on. After all, there's a REASON why these ports sell iron - that's where it's possible to mine it. And this will ensure that shipping resources to and fro remains important.
Sir Henry Morgan wrote:Pirates Glory is a seafaring game - we have drifted a ways from it, as is the example seen in the latest conflict within the USA - there never truly was a naval conflict - simply a war that moved from voodoo into the parliament of the USA. No national navies, blockades, battles, etc. Nations or guilds should be able to organize a blockade or an assault upon the navy of their adversary(ies.) (I will start another topic or find one that fits this line of discussion.)
I do see some need for guild enhancement. Nations have ways build up their treasuries. One way may be the guild buildings - two specialties that will allow guilds to enhance the technologies of the the academy for its members. The specialties could align with the technologies that are in the academy. For instance, for Trade Specialty, the techs to be enhanced would be warehouses enhancements and cheaper officers. Seafaring strategy would include gunpowder, metallurgy and possibly Spanish Galleon Technology. Shipwright Specialities could include Spanish Galleon Techs and Shipwright Management, etc. (These are just ideas - details would need a more detailed look.) A national guild would be able to chose a specialty to match the mission of the nation. Resources to build the guild could be done through membership fees, or a percentage of the daily profit, etc. If not paid, the member is suspended from the ability to use the guild technologies.
With this building, it would need a location, probably in the nation of the guild master. As the building is built, a permit would be required and property taxes collected by the nation...in exchange for port protection, diplomatic relations,etc. (This could be added on later.)
These are just ideas that use the new features that have yet to be fully realized and used before adding new ones - the guild building would provide a focus and mission that would unify the guild itself, and give the world of Avonmora a true idea of what that guild is all about.
If you have ideas for wars and blockades, please use the "Wars and Blockades" thread. You don't necessarily need to have ideas even similar to mine, of course, but I think keeping suggestions related to this in one thread is a good idea.
As for "guild buildings", that may be a good idea. But wth a limit of maybe ONE building pr guild - you have to choose what KIND of guild you want to be. I'm a bit torn on this, as it could be seen as limiting players, but overall, I think it's a good idea.
Captain Jack wrote:Traders are always favored by choice. There must be more traders than "pirates" so the pirates can feed on them without general unrest.
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Yes, I agree with this: Traders should be favored. There should be more traders than pirates. I'm just saying that the scale is now shifting TOO far in favor of the traders. Also, this is a self-boosting trend, as more traders mean more suggestions favoring traders means more traders, and so on. Attacking is already more than hard enough, and the game NEEDS conflicts and piracy, is what I'm saying.