Charles Vane wrote:(Moved to allow discussion)
I would like to see bonuses applied to players based on their chosen path.
Career Choices:
- Noble
- Merchant
- Pirate
- Privateer
- Naval Officer
Each player would choose a career on the governor page, similar to your name this may only be changed once every 30 days.
Noble:
+ 20% influence gain through build up port
- 20% influence lost from propaganda
+ 5% profit on overall daily profit (calculated at update)
Gains 8 danger per plunder or skirmish
Political Campaign Ability: Target port loses 25% less influence from conspiracy cards for 24 hours. Also reduces influence loss for player in target port at update by 50%. 48 hour cool down. (Only one Political Campaign may be active on any port at one time.)
Merchant:
+ 10% Profit on all sales by fleet action or manual sale (1.5% GB)
- 10% Cost on purchase through fleet action or manual purchase (1.5% GB)
- 10% Officer cost on purchase
2% more of treasury lost when plundered.
Merchant Tycoon Ability: When activated, you gain an additional 10% profit on all sales for 12 hours, 24 hour cool down.
Pirate:
+ 15% additional plunder and skirmish gain (generated by game)
When rum is present on board a ship, that ship gains +10% attack
Gains only 4 danger per plunder or skirmish
+ 10% Cost of goods on fleet purchase or manual (2% GB)
- 10% profit on selling goods fleet or manual (2% GB)
Raid Ability: Target one player for 4 hours, this player loses +2.5% treasury per plunder and you only gain 3 danger per plunder on that player. 48 hour cool down.
Privateer:
+ 5% Bonus to Attack
+ 5% Bonus to Defense
+ 5% additional plunder gain (generated by game)
+ 5% trade profit on selling goods (1% GB)
- 1 danger per plunder or skirmish
(no negative balanced play style)
Letter of Marque Ability: Select target nation, for 24 hours you gain an additional 15% plunder (generated by game) and 2% from your target when you attack players of that nation. You also lose 1 danger per attack on players of that nation. 48 hour cool down.
Naval Officer:
+15% ship defense when attacked
Loses 22 danger per defend skirmish or plunder
Cannons cost 50% less at upkeep
+ 7% Cost of goods on fleet purchase or manual (1% GB)
- 7% profit on selling goods fleet or manual (1% GB)
Guard Ability: activate on target player for 24 hours, that player has a 50% chance hostile voodoo will fail. 48 hour cool down.
I believe more battles will be generated from this as well as a need for strategy and teamwork based on defense and raiding.
Numbers are open for discussion. I went with what sounded good off the top of my head.
EDIT: Added bonus to Privateers attack and defense to make it more rounded and balanced between pirate and navy
I really like this idea. Thanks Vane for putting this together for some good discussion. I think this would add an extra level of strategy when putting together a guild/nation. Not all would want to be the same class perhaps, you would want some Merchants, at least 1 noble and some Naval Officers. Of course Pirates and Privateers fit in as well.
Noble Class - No notes at this time
Merchant class - when stacked with Warehouse Tycoon (hideout) would be making quite a bit of gold coin. I will think more on these numbers as they may need to be adjusted down a bit... Maybe. I do like the idea of Merchants having more gold coin on hand for those pesky Pirates to loot though
Pirate Class - love the idea that RUM needs to be present on the ship. However there needs to be a -1 or -10 create per hour effect as Pirates do drink that RUM on occasion. This would add a certain dynamic where a pirate would have to go to a RUM port to restock if he wanted that extra 10% attack. I like the Raid Ability on this one
Privateer Class - Excellent, but I would disagree with the danger drop on this one. I think it needs to stay at 6 per attack if they are getting attack and defensive buffs. Also, like the other classes I think there needs to be a small negative side to choosing this class. There should always be a pro and a con. Maybe the con of a Privateer class is that they will not benefit at all from Mission Bonus's. Like if someone becomes DUKE but they are a Privateer Class they won't get the 10% on Profit of Market Sales... Something like this or other.
Naval Officer - Again I like most everything here. The Guard Ability seems amazing and I personally see a lot of players leaning toward this class just due to this. 50% might be a bit much. Maybe 30%. That way if you couple this with a mindbar you get 100% protection, but I think just 50% is high. I would also say that there should be some risk on this Guard Ability. When Activated it should block 30% of all incoming voodoo, even friendly, except voodoo you cast on yourself of course.
BMW posted something about the possibility to have MISSIONS or something to become a class. I agree with this. One should have to work toward a class as opposed to just picking it and then 30 days later having the option of switching. I think it would be awesome if there was a set of new missions based on Class Rank Up.
All my notes for now, but I think some sort of additional CLASS should be added to this game.