Foundry - New Building & New Market

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Re: Foundry - New Building & New Market

Postby Admiral Nelson » Thu Dec 29, 2016 11:59 am

Are you not the person, that made a card suggestion, to kill crew?
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Re: Foundry - New Building & New Market

Postby Maha » Thu Dec 29, 2016 12:08 pm

Grimrock Litless wrote:
DezNutz wrote:+1 With exception to the ability to kill the crew.

I'm pretty sure that the ability to kill crew will be a no from the admins. If the ship's crew drops below a certain point, the ship will "stall" at sea and will never reach port. As you can't add crew members outside of port, the ships are perpetually lost at sea.


Agree, +1 if there is no way for the crew to get killed by this.

when a officer is bribed away from his ship/fleet, that fleet will finish to her destination and stop there until the officer is replaced.

the same could be done with ships with less then 15 crew.

however with the new guns and balls in place, new opportunities in gameplay arise: a ship that is stopped but not sunk is at the merci of her captor. will they sink it, ask for ransom or board it to take as a prize ship.

prize taking through this new development could be a bit different than the standard ship stealing. a prize ship needs to be manned with trustworthy men who come from the victorious crew. the prize ship either joins the fleet (only 15 crew & 1 captain needed) or has to be in a new fleet (when the attacking fleet was already at max ships, 15 crew, 1 captain and 1 admiral is needed)

last funny idea
when a ship is taken as a prize but it cannot be manned properly (fooilish mistake), it will float -in random due time- to the nearest port and appear their unmanned and ownerless; free for the taking
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Re: Foundry - New Building & New Market

Postby Grimrock Litless » Thu Dec 29, 2016 2:23 pm

John Avery wrote:Are you not the person, that made a card suggestion, to kill crew?


Silly Avery, people are allowed to change, that's what makes them special.
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Re: Foundry - New Building & New Market

Postby DezNutz » Thu Dec 29, 2016 3:33 pm

Maha wrote:
Grimrock Litless wrote:
DezNutz wrote:+1 With exception to the ability to kill the crew.

I'm pretty sure that the ability to kill crew will be a no from the admins. If the ship's crew drops below a certain point, the ship will "stall" at sea and will never reach port. As you can't add crew members outside of port, the ships are perpetually lost at sea.


Agree, +1 if there is no way for the crew to get killed by this.

when a officer is bribed away from his ship/fleet, that fleet will finish to her destination and stop there until the officer is replaced.

the same could be done with ships with less then 15 crew.

however with the new guns and balls in place, new opportunities in gameplay arise: a ship that is stopped but not sunk is at the merci of her captor. will they sink it, ask for ransom or board it to take as a prize ship.

prize taking through this new development could be a bit different than the standard ship stealing. a prize ship needs to be manned with trustworthy men who come from the victorious crew. the prize ship either joins the fleet (only 15 crew & 1 captain needed) or has to be in a new fleet (when the attacking fleet was already at max ships, 15 crew, 1 captain and 1 admiral is needed)

last funny idea
when a ship is taken as a prize but it cannot be manned properly (fooilish mistake), it will float -in random due time- to the nearest port and appear their unmanned and ownerless; free for the taking


I'm positive there exists an infamous fleet of ships that are perpetually stuck at sea because of crew loss. The admins aren't likely to change that.
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Re: Foundry - New Building & New Market

Postby Shadowood » Thu Dec 29, 2016 4:34 pm

My intent on killing crew is not to completely wipe them out. I will put a provision in there where crew can not be killed below the minimum required to sail the ship. (I DO NOT KNOW WHAT THIS NUMBER IS???) Can someone verify? **EDIT** Minimum crew is 15

My intent with killing crew with certain shot is to effect the speed of that ship.

Code: Select all
-0.3.50: Ship Speed is now relevant to the crew onboard. The formula is:
Ship speed = Base Ship Speed * (Current Crew / Max Crew)


If the crew is 25% killed or even 50% this will make the ship slower and will effect battle tactics/strategy.
Last edited by Shadowood on Thu Dec 29, 2016 4:48 pm, edited 1 time in total.
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Re: Foundry - New Building & New Market

Postby Shadowood » Thu Dec 29, 2016 4:47 pm

Looking at this, this could also just be set up like a TECH RESEARCH, but I like a new market idea better.

You must buy cannon balls/shot, and you must replace cannons after they have been fired their max amount of times.

I am good either way as it will provide some new dynamics to the game, I just lean toward a market.
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Re: Foundry - New Building & New Market

Postby Stan Rogers » Thu Dec 29, 2016 4:58 pm

A more detailed and descriptive battle report would be nice to have to winners and losers for analysis.
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Re: Foundry - New Building & New Market

Postby Beeno » Thu Dec 29, 2016 6:16 pm

+1 on this idea Shadowood
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Re: Foundry - New Building & New Market

Postby Malachi Constant » Fri Dec 30, 2016 4:35 am

+1

But, some specifics.

I do like the idea of another market and commodity that is player created. I think the devs have said something about wanting this, so why introduce something new that is against that.

What would cargo space be for said cannons if you have to move them for sale?

Would you have to move them, or just build them in hideout and they can be sold throughout? or like gold bars that can not be sold where they are produced? or do you suggest a market like credits where people bid on these guns?
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Re: Foundry - New Building & New Market

Postby Shadowood » Fri Dec 30, 2016 4:44 am

Malachi Constant wrote:+1

But, some specifics.

I do like the idea of another market and commodity that is player created. I think the devs have said something about wanting this, so why introduce something new that is against that.

What would cargo space be for said cannons if you have to move them for sale?

Would you have to move them, or just build them in hideout and they can be sold throughout? or like gold bars that can not be sold where they are produced? or do you suggest a market like credits where people bid on these guns?


A market like Ship Market is what I envisioned.

Cargo space for Cannon Balls/Shot - I am torn on this one. Create a new storage space for ships just for shot or increase current holds and players determine how much they want to carry. ???
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