Plunder Formula tweak discussion

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Re: Plunder Formula tweak discussion

Postby Captain Jack » Sat Jul 30, 2016 4:20 pm

Nervous Nelson wrote:Still seem's to me like you are up the merchants and down for the pirates.


It seems to me that all you care is to make it personal as you use no arguments - you mainly focus on trying to explain my intentions by telling emotional stories and speaking about two virtual in-existent categories of players: Merchants vs Pirates. The game is far more sophisticated than this.

Please either help the discussion by posting real arguments or skip it entirely. Do NOT quote me back. Respect the topic.

=====================

I have edited the first topic with the two proposals that the discussion has produced so far.
I have intentionally left out the proposed +5k per skirmish (instead of current +3.5k) for Piracy as I feel that Skirmish is another part of the game that needs to be discussed at a separate topic.
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Re: Plunder Formula tweak discussion

Postby Admiral Nelson » Sat Jul 30, 2016 4:21 pm

Whatever ye say, all I can say is ye were warned. It be ye job to respect the peoples voice, by saying this it does not sound like you care.

I am blunt about this. I will respect it when you respect me.
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Re: Plunder Formula tweak discussion

Postby Grimrock Litless » Sat Jul 30, 2016 4:24 pm

Captain Jack wrote:I have read all replies with great interest.
I think that Danik has a very good point that other players also agreed. There seems to be a risk of limiting viable strategies. This is something we do not like.

Let me propose another solution (This is a complete proposal):

Gold Coins formula remains as it is.

Defender loses Gold Coins Bounty
Attacker Earns Gold Coins bounty + Piracy Bonus + Sink Chance Bonus Plunder

Also:
Code: Select all
Advanced Piracy voodoo card awards an extra 3% per card, paid by the game


Piracy tech tweak:
Code: Select all
Piracy
Each level gives bonus income (+5k per plunder or + 3.5k per skirmish) per level from any successful attack (not defend). The extra funds are paid by the game (not the player who lost).



A new Technology:

Every level decreases max Gold Coins bounty per attack by 5k (Max 100,000 - So Max Gold coins bounty can go as low as 150k)

Another new Technology:

Every level increases max random amount percentage from the victim's treasury at hand by 0.1% (Max 2% - So, 1%~5% can become at best 3%-7% at lvl 20)


This way:
-We keep almost all new proposed buffs for attackers plus original great hand, except the random amount from hand which will need a technology to improve.
-More strategic options for everyone involved that will allow more playing styles by default (ie, a player with 200 ships will have to choose what to do; expand with more captains/ships or invest in greater safety?)


Actually, I think I will like this better, it means that pirates have to 1st earn money to upgrade the tech before earning more money, like how I upgrade warehouse and buy captains and ships.
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Re: Plunder Formula tweak discussion

Postby Captain Jack » Sat Jul 30, 2016 4:25 pm

Nervous Nelson wrote:Whatever ye say, all I can say is ye were warned.


Warned about what? Is this some kind of threat? Do you realize that this is a very serious development topic where all you do is hijacking it with emotional nonsense? You show no respect to game administration or all the other players who have devoted their precious time in posting their arguments here.

I could simply use my administration rights, warn you for admin baiting and move on. Stop derailing this topic - Again, do not quote me back. Use arguments if you want to help.
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Re: Plunder Formula tweak discussion

Postby Admiral Nelson » Sat Jul 30, 2016 4:26 pm

~1 warning for administration baiting, This topic is not suitable to clash with anyone, especially with the coordinator-administrator-myself, You were warned twice and given special treatment twice with the 2 posts I made right above. ~ Cpt Jack
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Re: Plunder Formula tweak discussion

Postby Grimrock Litless » Sat Jul 30, 2016 4:29 pm

Just wondering, if the decimal points of % of gc earned per plunder will make the chance become 3.1% to 5.1%
Does this means that the % can be 3.2, 3.3, etc.
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Re: Plunder Formula tweak discussion

Postby Captain Jack » Sat Jul 30, 2016 4:30 pm

Guluere wrote:Just wondering, if the decimal points of % of gc earned per plunder will make the chance become 3.1% to 5.1%
Does this means that the % can be 3.2, 3.3, etc.


Yes. At level 5 for example it will be 3.5% to 5.5%
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Re: Plunder Formula tweak discussion

Postby not a pirate » Sat Jul 30, 2016 4:30 pm

I will give it a -1 now with Nelson. Lost in the threads somewhere, someone suggested that before doing this we do something to make a pirate not dependent on voodoo. By requiring a pirate to have to invest tons of resources to get the benefits in this post, you are restraining the style of play that some wish to have. I would be okay with this suggestion once the focus of pirates moves away from "I need voodoo to make any gold" to "Okay, voodoo helps but is not needed."
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Re: Plunder Formula tweak discussion

Postby Grimrock Litless » Sat Jul 30, 2016 4:31 pm

Because the normal which was 3 - 5%, its 3,4 or 5% only right? or does it count the chance of decimal %?
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Re: Plunder Formula tweak discussion

Postby Grimrock Litless » Sat Jul 30, 2016 4:33 pm

On a side note, maybe it's about time you Pirates stop giving - 1 to suggestions that will hurt you. I suppose even mighty people can fall in the face of something godly.

Just saying, it wouldn't hurt.

So far, I have copied and paste that for 3 times.
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