Fishes concept

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Re: Fishes concept

Postby William one eye » Wed Nov 02, 2016 4:13 pm

Perhaps a player could choose the type of fishing.

Longline,
Trolling,
Seine netting
Drift netting


Each could come at a different cost and would be equipped by fleet or ship, each would perform differently, and possibly favor different ports or conditions.

Perhaphs the cost could be the equipment, or maybe you would need to buy a licence or permit to used the method in each port.

For example.

Lvl 1 permit allows you to troll
Lvl 2 permit allows you to troll or seine
Lvl 3 permit allows you to troll, seine, or longline,
Lvl 4 permit allows you to troll, seine, longline or drift net.

Permits must be purchased by port
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Re: Fishes concept

Postby Redjack02 » Wed Nov 02, 2016 9:06 pm

Make the Dogger availeble first. Then maybe the academy could be useful with a new fishing science in the future ?
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Re: Fishes concept

Postby Captain Jack » Thu Nov 03, 2016 1:37 pm

Haron wrote:Personally, I think fishing should be allowed ONLY in ports that produces food.


In the future, we want to get rid of this logic in ports, where the ports sell 1 resource and buy all the rest. It should be like gold bars where all ports will trade all resources. Something like this is very hard to do though and will most probably take years or never. We need to plan ahead though.
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Re: Fishes concept

Postby Haron » Thu Nov 03, 2016 1:46 pm

I think for trade to make sense, it should be easier to produce a certain good in one port than in another. That's why trade happens, really. If it's equally easy to produce every resource in every port, there will be no need for trade at all. Iron needs to be transported because it can only be mined at certain ports. Cotton needs to be transported because it can only be grown near certain ports. This should be preserved also when players are producing the goods, or I very much fear that the trade, and in turn the entire piracy concept, will collapse.
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Re: Fishes concept

Postby Captain Jack » Thu Nov 03, 2016 2:25 pm

I agree on this. Still, the ports should be able to sell the other goods they have in excess. Tzogos for example, should be able to sell tools. At a worse price perhaps. Although this is a risky discussion to do now.
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Re: Fishes concept

Postby DezNutz » Thu Nov 03, 2016 3:19 pm

Captain Jack wrote:I agree on this. Still, the ports should be able to sell the other goods they have in excess. Tzogos for example, should be able to sell tools. At a worse price perhaps. Although this is a risky discussion to do now.


I disagree with that. I think that goods sold to the market should be used as a factor on resource production. Excess or higher levels of goods in the market should increase production amounts, while inadequate amounts should decrease production amounts.

The ability to sell goods to players at a port that is a different type than what the port produces should only be done by players.
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Re: Fishes concept

Postby Dejanira » Sat Nov 05, 2016 8:45 am

Captain Jack wrote:How about making Fishing more realistic?


I don't know... I'm not against but.
Why don't take care also of how wood is cut from Aiora forests then? And add sawmills to the buildings and lumberjacks to officers then? And mines in Regis and miners and cotton workers and breweries and... The game could also allow players to build railways from Thorakas to Gasp, quicker and cheaper than the slowy and risky naval transports. And why only pirates? Such train carrying goods would be under the assault of land bandits...
And then transform Pirates Glory in a sort of Sim City :p
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