New Tech : Better Planning

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Re: New Tech : Better Planning

Postby PhoenixKnight » Tue Aug 09, 2016 3:46 pm

Guluere wrote:
Shadowood wrote:How about my suggestion with tying this into Shipwright Management. You can review this here...

viewtopic.php?f=5&t=2132&p=25227#p25227

Kind of the same idea, just not putting a new tech, we could add to an existing one.


If we put it into a existing tech, that tach cost would go up, which in turn, would ruin the fact that plentyful players already upgraded the tech and arguments on it being unfair will pop up.

May be Shipwright management need to be revised into a reduction in all aspects of actually building ships. At which point, I wouldn't mind the higher cost.
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Re: New Tech : Better Planning

Postby Malachi Constant » Tue Aug 09, 2016 4:10 pm

I think this could be good, especially for larger merchants who may need to rebuild but could drive down the ship market. Personally don't want to see the ship market go down because you can get credits at around 40k vs bank prices from 140-170k. That would be my only concern with the tech changes
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Re: New Tech : Better Planning

Postby John jacob astor » Tue Aug 09, 2016 6:56 pm

Haron wrote:
PhoenixKnight wrote:
Guluere wrote:Each level makes building a ship cost 1 turn less. (A limit of no lower then 5 turns to build a ship.)

Tho, a limit can be added, but just the basic start.

1000000 gc, each level increases by 10% from the last one.


So Let's take the SOTL for instance. it costs 145 turns. with level 20 of this tech, it will cost 125. Keep in mind you gain turns automatically, so those 20 are essentially 2-3 hours wait. Now per your cost, it will cost 57.25 million to get that reduction. This cost will allow you to build 76 new SOTL, or 3 level 10 SOTL. Hardly worth it. Now if it was reduction on materials by 10% of the previous level, it might be slightly better but still the cost is too high considering how much the material prices are. Overall, your breakeven point is just too high.


Let's take another example: The LMM. The tech still costs 57.25 M gc, but the reduction is from 25 turns to 5 turns. You get 144 turns every day (let's say 150, to make it simpler). That would allow you to build 6 LMMs each day ordinarily, but all of 30 LMMs each day with this new technology. The cost in gold and resources would be the same, but you could make a decent profit selling these to the market (assuming this technology would not affect prices, which it would). Are the 24 extra LMMs pr day worth 57.25 M? Not sure. It might be, though. Not sure if this would be entirely within the rules, but let's say a large guild dedicated one player to be a "shipwright", and provide the rest of the guild with ships. I think it might be possible to earn back those 57.25 M this way, although it certainly would take some time. I guess those with 500 trading ships are more qualified than me to say how valuable this would be.

I still don't like the technology, though. But I believe the latest price suggestion might make it worthwhile for certain players.


think of it this way: each extra LMM you can produce is another credit (maybe 2) if sold on the ship market. that's 24 credits per day. if turned into gc using a conservative rate of 100k each, that is an extra 2.4m profit per day. in 20 days, cost would be paid off

of course, demand for LMM would go down significantly if so many could then be built, but by time that happens, you have a complete ROI.

the real problem would be if you doubled turn income. 288 turns per day at 5 turns per LMM would be 58 LMM made per day. definitely destroys their value
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Re: New Tech : Better Planning

Postby ChaIbaud » Tue Aug 09, 2016 9:06 pm

-1. Knew who suggested it by the bad name and after clicking on it, an arguably worse suggestion.
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Re: New Tech : Better Planning

Postby Grimrock Litless » Wed Aug 10, 2016 6:41 am

chal wrote:-1. Knew who suggested it by the bad name and after clicking on it, an arguably worse suggestion.


And so, the hater didn't give a reason why he hates, cus haters gonna hate.
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Re: New Tech : Better Planning

Postby Bmw » Wed Aug 10, 2016 6:54 am

Honestly we shouldn't have to say why we hate it because you should know by now
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Re: New Tech : Better Planning

Postby Grimrock Litless » Wed Aug 10, 2016 10:33 am

Because, haters gonna hate?

If you can't even say why, then, maybe u just want to follow the leader and hate the same person he is hating, because that reason is extremely common.
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Re: New Tech : Better Planning

Postby Haron » Wed Aug 10, 2016 10:53 am

Might it be possible to keep rules discussions on a slightly more civil level, and move the insults to the Union of Honor? That would be a better place for such comments.

If the game is to improve, suggestions from the players are needed. Sure, some of the suggestions could maybe be thought through a little more before being posted, to make us not have to consider so many suggestions. I shoot down most of my own ideas myself, before they make it as far as to the forums. Anyway, no need to insult those actually making suggestions to improve the game.

In my opinion, if you don't like a suggestion, the best thing to do is to say so, and argue for why you think the suggestion is a bad one. If that takes too much time and effort, a "-1" message is better than nothing - at least you've let your opinion be known. However, what IS worse than no comment, is a comment that insults the player making the suggestion. Not very constructive at all.
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Re: New Tech : Better Planning

Postby Grimrock Litless » Wed Aug 10, 2016 1:42 pm

John jacob astor wrote:
Let's take another example: The LMM. The tech still costs 57.25 M gc, but the reduction is from 25 turns to 5 turns. You get 144 turns every day (let's say 150, to make it simpler). That would allow you to build 6 LMMs each day ordinarily, but all of 30 LMMs each day with this new technology. The cost in gold and resources would be the same, but you could make a decent profit selling these to the market (assuming this technology would not affect prices, which it would). Are the 24 extra LMMs pr day worth 57.25 M? Not sure. It might be, though. Not sure if this would be entirely within the rules, but let's say a large guild dedicated one player to be a "shipwright", and provide the rest of the guild with ships. I think it might be possible to earn back those 57.25 M this way, although it certainly would take some time. I guess those with 500 trading ships are more qualified than me to say how valuable this would be.

I still don't like the technology, though. But I believe the latest price suggestion might make it worthwhile for certain players.

think of it this way: each extra LMM you can produce is another credit (maybe 2) if sold on the ship market. that's 24 credits per day. if turned into gc using a conservative rate of 100k each, that is an extra 2.4m profit per day. in 20 days, cost would be paid off

of course, demand for LMM would go down significantly if so many could then be built, but by time that happens, you have a complete ROI.

the real problem would be if you doubled turn income. 288 turns per day at 5 turns per LMM would be 58 LMM made per day. definitely destroys their value


That is the reason why I had the cost so high.
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Re: New Tech : Better Planning

Postby Malachi Constant » Wed Aug 10, 2016 1:52 pm

The cost should be high but the turn reduction per level should be reduced. I'm still learning all the techs and how they function in game. Turns are a commodity and I don't think any tech, no matter the cost, should be THAT powerful.
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