[Deprecated] Another big feature: Ship abilities

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Re: Another big feature: Ship abilities

Postby Hawk » Tue Feb 12, 2013 1:53 pm

Percentages are guessed although I did do some research

Sloop - Increased avoidance 20%
Fluyt - If you have less than 10 trading routes sells goods for +1 gold
Sloop of War - Increased critical hit rate
Galleon - Chance to find ships adrift at sea while traveling (like tidal wave)
Large Fluyt - Continues trade route when attacked
Merchantman - 3% chance for fleet on a trade route to escape when pirated (stackable)
Brigantine - Explodes in defeat and deals damage to attacking ship (must be level 10)
Brig - Free crew/cannon upkeep
Brig of War - Quick Repair
War Galleon - If Guarding/Escorting +10% damage
Frigate - Increased avoidance 10%
Flag Galleon - Increases armor, and accuracy of all other ships in fleet by 5% (non-stackable)
Ship of the Line - Avoidance reduced by 30%. When guarding a port that is controlled by your nation +5% Damage boost

I think most ships should have two abilities to choose from when built offering greater variety. I'll post more ideas later
Last edited by Hawk on Fri Feb 15, 2013 4:41 am, edited 3 times in total.
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Re: Another big feature: Ship abilities

Postby Captain Jack » Tue Feb 12, 2013 2:47 pm

That's a good initiative Skyhawk, thank you.

You also get my applause for posting in the right topic following our discussion in the previous threads. The structured way is very very helpful when we get to develop the ideas we have discussed in the forums.
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Re: Another big feature: Ship abilities

Postby Random pandah » Tue Feb 12, 2013 9:40 pm

how come sols get the negative ability ._. i approve of all the others tho :D
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Re: Another big feature: Ship abilities

Postby Achillies » Wed Feb 13, 2013 12:31 am

that just aint right you all talk about how the new guys are being treated and ways to help them... making impossible for a guy to own a ship of the line isnt going to help the game . if i understand what your talking about correctly. if I have 10 ships of the line it will cost me 150,000 gold per ship per up keep???? that is crazy you are going to lose most of the players that are here. Some of these guys have 20 to thirty sotls. the only people who will be able to keep any of their sotls are people like Pandah or any of the old players who have more ships than any one else. That needs to be rethought because it is crazy no one will be able pay those prices. sometimes the only way some of these guys can pay their up keeps now is by using sotls plundering npcs. if you are going to do this... remove the ships of the line all together from the game!!! dont allow any one to have one. because that is the message that you are sending with this Crazy upkeep cost!!!
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Re: Another big feature: Ship abilities

Postby Random pandah » Wed Feb 13, 2013 1:22 am

i has many boats? wat? i has no boats xD
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Re: Another big feature: Ship abilities

Postby Juicypotato » Wed Feb 13, 2013 1:25 am

Achillies wrote:that just aint right you all talk about how the new guys are being treated and ways to help them... making impossible for a guy to own a ship of the line isnt going to help the game . if i understand what your talking about correctly. if I have 10 ships of the line it will cost me 150,000 gold per ship per up keep???? that is crazy you are going to lose most of the players that are here. Some of these guys have 20 to thirty sotls. the only people who will be able to keep any of their sotls are people like Pandah or any of the old players who have more ships than any one else. That needs to be rethought because it is crazy no one will be able pay those prices. sometimes the only way some of these guys can pay their up keeps now is by using sotls plundering npcs. if you are going to do this... remove the ships of the line all together from the game!!! dont allow any one to have one. because that is the message that you are sending with this Crazy upkeep cost!!!


15,000 gold per sol is not impossible nor a crazy upkeep cost. You would make 43,200 with 5 LMs on a trade route to Tortuga and Tzogos. If you have 10 sols you should have over 4 trade routes. 4 x 43,200=172800 172800-150000=22800 profit.

Edit: Didn't look at Skyhawk's examples. That is ridiculous. SOLs should have a 10% ability in failing in battle. This would be random. So if two all sol fleets battling each other there would be a 75% of one of the ships not doing anything.
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Re: Another big feature: Ship abilities

Postby Hawk » Wed Feb 13, 2013 3:14 am

Achillies wrote:that just aint right you all talk about how the new guys are being treated and ways to help them... making impossible for a guy to own a ship of the line isnt going to help the game . if i understand what your talking about correctly. if I have 10 ships of the line it will cost me 150,000 gold per ship per up keep???? that is crazy you are going to lose most of the players that are here. Some of these guys have 20 to thirty sotls. the only people who will be able to keep any of their sotls are people like Pandah or any of the old players who have more ships than any one else. That needs to be rethought because it is crazy no one will be able pay those prices. sometimes the only way some of these guys can pay their up keeps now is by using sotls plundering npcs. if you are going to do this... remove the ships of the line all together from the game!!! dont allow any one to have one. because that is the message that you are sending with this Crazy upkeep cost!!!


Just brainstorming, took me like 10 mins to type this up.. :shock:
Ship of the Line - How about -50% avoidance?

As for the upkeep idea maybe that could be used for a new powerful ship that players don't already have a ton of. The reason I made it exponential is so everyone could have a few but it would not be the Go-To ship even for top players who can afford a fleet or two of them. We don't need a ship that makes having the others pointless, they should have to be used sparingly or spread out through the fleets. But I do like the idea of a Top Tier ship.
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Re: Another big feature: Ship abilities

Postby Achillies » Wed Feb 13, 2013 5:08 am

FIRST THING FIRST Pandah we all know you dont own a boat one.... you have fleets of 60 Attributed ships of the line. dont jank my chain you have used one of them on me! Hawk understand this may have been a ten minute thought. But the upkeep would kill most players.. the idea of a new top ship would be a good thought. maybe called a fast galleon loaded and decked with cannon like the sotl. but with the same speed as a Large merchant. that way it has same sailing ability. able to carry 120 tons when fully crewed at 300 men. that way it matches up with the sotl. make it cost 1 mil and you pay 15,000 per ship at up keep. maybe it has a special ability to where when attacked by sotl fleet it has 60% chance of delaying attacking fleet while merchants make their escape. and can only perform this ability when fleeted with 4 merchant vessels.
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Re: Another big feature: Ship abilities

Postby Random pandah » Wed Feb 13, 2013 12:23 pm

if only id gotten enough master crafstmen for a fleet of 60's, im unlucky when it comes to the rng for that card...besides u said i had more ships, im a very poor person with very few boats :P i approve of avoidance more
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Re: Another big feature: Ship abilities

Postby Xepshunall » Wed Feb 13, 2013 1:05 pm

So we're agreed that ten minutes of thought isn't enough to be completely objective but it was enough to offer up some very insightful points to consider and since since it was once mentioned that there was planning to include a ship that players could have only one of and since Achilles' notion of a delay tactic for a sacrifice ship is a good idea, this would be a good choice. It would keep players like myself from committing all of their trade fleets to gold transport and promote a one gold transport fleet per player. A better chance that a newer player might have a chance to make a rapid growth could come from this idea if the player has the right guidance and would make participation in the nations features more worthwhile since it is my understanding that Nation-owned gold is what is used to build gold refineries and officer training academies and such.

If I might send praise to one that I don't give enough recognition, Dungeness, your idea is genius and would play very nicely along with Achilles' sacrifice ship, especially if the devs decided that this should be accepted as more than a one-per-player ship. Those ships with specific traits could have those depend on attribute points (to include the chance for the ships being escorted to get away to honor the contract that I read about in John rackham's post) and the characteristic that is removed from a ship to make room for them to remain at 6 traits could well serve to help create the rock, paper, scissors concept that was so aptly recognized earlier. A huge beneficial change can come of the information offered here and I hate to say that I myself have no great ideas to add.

I hope that when the time comes to consider the use of any number of the ideas given here, the time will be taken (I know. I feel the pain from the lack of a nations feature too) to ensure that not a huge number of changes are made but that the best of these ideas are worked together to bring about the solutions to the problems that we have all noticed.

There wasn't anyone who made suggestions here that didn't give at least one decent idea to at least consider. Blackk offered an obvious point and Hawk pointed out just how obvious it is. Danger rating from attacks should reflect how noticeable those ships are so each ship in the fleet would offer its danger to the equation. Many players use mixed fleets of combat ships to avoid the higher cost of a loss (Smart move in the right scenario). A number per ship that is related to the number of noisy cannons that they fire would serve to make this realistic.

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