Career Choice + Bonuses

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Re: Career Choice + Bonuses

Postby DezNutz » Sat Nov 12, 2016 8:31 pm

Charles Vane wrote:I'll rephrase:

"Take the time to clearly explain your concern rather than fitting what looks like one third of four different sentences together."


LOL

Charles Vane wrote:
DezNutz wrote:Does having a specific career prevent you from playing the game as another? You obviously wouldn't receive that path's bonus, but it wouldn't stop you from saying playing as a merchant but having a Naval Officers career and bonus selected.



No, you can play however you like. This is simply a selection of active and passive bonuses you can have to boost certain areas. With pros and cons to each.

A pirate style player could have a nobleman career if they wished to.


That is what I suspected. So +1 to this. I've suggested something similar for guilds previously, allowing guilds to select a style to give them a bonus specific to the guild style.
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Re: Career Choice + Bonuses

Postby Grimrock Litless » Sat Nov 12, 2016 9:36 pm

Charles Vane wrote:Well when you have a valid concern or useful input come on back.


That dank juking of my input so that it would seem like a not one sided suggestion.
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Re: Career Choice + Bonuses

Postby Grimrock Litless » Sat Nov 12, 2016 9:40 pm

Does the noble buff on +20% influnce gain on port build up stack or not together with the tech?
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Re: Career Choice + Bonuses

Postby Vane » Sat Nov 12, 2016 9:44 pm

Grimrock Litless wrote:Does the noble buff on +20% influnce gain on port build up stack or not together with the tech?



All bonuses would stack with Techs researched. Allowing greater bonuses to specialized fields and direction.
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Re: Career Choice + Bonuses

Postby Haron » Sat Nov 12, 2016 10:44 pm

I still believe that such roles are not beneficial. They would further label people, and make it harder to do multiple things, or be something else entirely (like a Naval Combat Solutions Provider).

That said, I think this is the best idea in this direction so far. I would probaly want to suggest some minor changes to the various bonuses, but still. As an idea of this kind, I think it's a good one. I'm still opposed to such "rigid roles", but if we ever get them, I hope they will look something like this.

One question, though: Vane, you claimed to believe that this would increase the action in Avonmora? I do not see that. It might make pirates more inclined to be pirates, but those considering themselves as such already spend most of their turns attacking. Care to elaborate how you see this suggestion causing more action?
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Re: Career Choice + Bonuses

Postby Vane » Sat Nov 12, 2016 10:59 pm

Many players avoid the aggressive path all together as the profits it yields are so small. This will increase those profits.

Players may decide to be a nobleman because they are eyeing up a port, this career gives an edge and without other nobleman standing in the way port take overs become much easier, cheaper, and more appealing to the little guy.

Merchants would earn "much" more coin but also lose a bit more, requiring them to carry larger purses. That coupled with larger bonus to plunder for pirates and privateers... sounds pretty good right about now.

The added abilities give those lacking voodoo or riches to obtain it so easily a decent tool to further their path. Free voodoo type specific to my aims, sweet less cost involved in my venture means more profit.



I think "labelling" would be a great addition. People specialize in fields all the time in life and gain advantages in those fields over those who opt the jack of all master of none route. (If you want to play balanced and opportunist, go privateer, no drawbacks. There's your jack of all.)There should be some separation based on path and direction it is much more realistic.. As it stands a merchants fleet can be just as powerful as a Privateers, pirates, or Naval style players.. this is not realistic at all.

Buffs involving pro's and con's further the strategic play involved in a game such as this, and make relationships and teamwork even more beneficial.
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Re: Career Choice + Bonuses

Postby Bmw » Sat Nov 12, 2016 11:17 pm

maybe it could be changed so it was certain requirements to be in each class and that you can only be in one of them at a time and you start off with a basic account aka what a account is now and you can always switch back to it whenever but the requirements to be in a specific class will be like how you rank up to marquess so you can switch classes and it would be class related like with a pirate it could be attack 50 people a merchant is earn 20mill or stuff like that so its decently easy to change ranks but it also takes a bit
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Re: Career Choice + Bonuses

Postby Haron » Sat Nov 12, 2016 11:31 pm

Charles Vane wrote:Many players avoid the aggressive path all together as the profits it yields are so small. This will increase those profits.

Players may decide to be a nobleman because they are eyeing up a port, this career gives an edge and without other nobleman standing in the way port take overs become much easier, cheaper, and more appealing to the little guy.

Merchants would earn "much" more coin but also lose a bit more, requiring them to carry larger purses. That coupled with larger bonus to plunder for pirates and privateers... sounds pretty good right about now.

The added abilities give those lacking voodoo or riches to obtain it so easily a decent tool to further their path. Free voodoo type specific to my aims, sweet less cost involved in my venture means more profit.



I think "labelling" would be a great addition. People specialize in fields all the time in life and gain advantages in those fields over those who opt the jack of all master of none route. (If you want to play balanced and opportunist, go privateer, no drawbacks. There's your jack of all.)There should be some separation based on path and direction it is much more realistic.. As it stands a merchants fleet can be just as powerful as a Privateers, pirates, or Naval style players.. this is not realistic at all.

Buffs involving pro's and con's further the strategic play involved in a game such as this, and make relationships and teamwork even more beneficial.



Well, we disagree in the labelling part, but that aside, I wish to focus on how you see this as enhancing action, which I encourage.

You say that many avoid the aggressive path altogether because the profit is small. I completely agree. However, I don't see this suggestion changing that. Sure, you're giving a small (yes, Grimrock, SMALL!) bonus to pirates, but you're also giving a big bonus to traders. So it would still be more beneficial to be a trader. So most people would still be traders. (Changing the bonuses so that it becomes more profitable to be a pirate than a trader would cause more pirates, but not be beneficial for the game, as it needs more traders than pirates, so that's not a good idea either).

Also, I think the separate "nobleman" class have a risk (not sure here, I admit) of causing LESS struggle over ports, as any non-noblemen might find this pointless, or at least too hard, in competition with the noblemen.

So I still don't see how this would lead to more action/combat. I may be wrong, or just missing some point, of course.
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Re: Career Choice + Bonuses

Postby Vane » Sat Nov 12, 2016 11:36 pm

I don't think it is too small a bonus to pirates, nor do i think it makes it much better being a merchant. (Merchant does still hold a slightly higher attraction and must, as you stated, there needs to be more merchants than pirates.)

However look at the Merchants Debuff. +2% more treasury gold plundered when attacked. That means pirates gain 15% from the game, then 2% additional from the merchant, now use your raid ability, you just increased this even more so. Privateers even gain a small boost to this.

Pirates also gain a larger attack bonus if rum is present. Increasing the abilities of lets say a frigate, which can benefit from Advanced piracy voodoo as well. Now there is nearly 30% more plunder profit.


As for nobleman, yes a non nobleman would find it very difficult, so ally with some noblemen. Nobleman need to forgo trade bonuses battle bonuses and accept higher danger if they are to attack, therefore there won't be to many of those either. Teamwork to build a nation, work it out with countrymen. designate 2 or 3 noblemen, designate a small navy 3-5 players. Have some privateers or pirates to attack others. So many options available, and stops "one" person from being able to do it all alone. One person should never be able to ruin or bring down a nation or guild, and guess what, with current mechanics it is possible..
Last edited by Vane on Sat Nov 12, 2016 11:42 pm, edited 1 time in total.
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Re: Career Choice + Bonuses

Postby Haron » Sat Nov 12, 2016 11:42 pm

I won't deny that those combinations make raids dealier. What I'm arguing, is that I doubt it will make more players into pirates, as the traders still will make more gold - like they have to. It may be nice to those who are already pirates, but they already attack a lot.

In short: I don't think this will generate more pirates. Nor do I think moving players from "traders" to "pirates" is the way to go when it comes to generating more action, as there needs to be more traders. What is needed, is incentives for traders to also fight. I think labels such as this will make that even LESS likely than today. It will be very hard for a trader with those skills to do pirating - and no point for a trader to chose the "pirate" class just to be able to do so. People would be more either this or either that, which I fear will cause LESS action, not more. Again, I may be wrong, but that is how I see it.

We share the vision of an Avonmora with more action, but I think suggestions including "roles" may be counterproductive in that regard.
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