Deepwater Salvage

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Deepwater Salvage

Postby William one eye » Sun Jan 15, 2017 10:54 pm

Deepwater Salvage

Shipwreck hunting NPC

Works essentially the same way PVP shipwreck search works.
Same fleet designs will be desirable for hunting.
however Shipwrecks are NPC generated

A link for this is placed next to shipwreck hunt in fleet management

In addition to selecting a port you select time of hunt.
The more time and effort you apply the better chance you will get a better ship?


This is just putting the idea out.
I am very flexible on the numbers, feel free to make recommendations, or any other suggestions that might make this
more fun or practical.

base percentages

12 hours -
- low cost ships 75%
- mid cost ships 23%
- high cost ships 2% - best ship possible large frigate

24 hours
- low cost ships - 65%
- mid cost ships - 20%
- high cost ships - 12 % - best ship possible large frigate
- sotl - 3%

48 hours - low cost ships - 45%
- mid cost ships - 25 %
- high cost ship - 23 % - best ship possible large frigate
-sotls - 6.9999%
-mow - .0001%

72 hours - low cost ships - 10%
- mid cost ships - 35%
- high cost ship - 38% - best ship possible large frigate
- sotl 11.9 %
- mow .1 %

Danger of Hunting

1 / 25 chance of kraken. 1/100 chance of leviathan attack, 1/250 chance kraken attacks twice, 1/500 chance leviathan attacks twice. 1/1000 any combination of kraken's and leviathans up to 4 attacks on your fleet.

as suggested by Danik -
in the Ship Salvage : a tweak discussion

"The Kraken aint shy : they will drop you a note : maybe like this :

'Annoying pest! You have disturbed our playground with your depradations of our precious wreck-scapes! Thus we have invoked severe punishments upon one of your worm-ridden hulks!'

'Ship #xxxxxx has 'lost a level' / 'been crushed and sunk' by very annoyed Krakens! Heed this lesson well!' "

this or a similar notification should be issued in events, should you get attacked by a kraken(s), leviathan(s) or combination of both

Port variation

each port has a variance on the base percentages -

so some ports may produce a higher amount of quality ships.,
others the base percentage range
and others yet may produce a higher amount of lower quality ships.

Likewise

the possibility of an attack from a kraken or leviathan
may be higher, lower or the same as the base rate.

I suggest this is an unknown and players would have to learn what ports are the best
NPC shipwreck hunting ports, by discussions with other players.


edits - added port variation and added danger of attacks from native sea creatures.
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Re: Deepwater Salvage

Postby Malachi Constant » Sun Jan 15, 2017 10:58 pm

+1

something like this is the only way I see the shipwreck function to continue at all. I think it will eventually slow down but to still have the option to try and pull some NPC ships would be nice to keep the feature going.
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Re: Deepwater Salvage

Postby Mugiwara » Sun Jan 15, 2017 11:22 pm

+1 from me also. But in my opinion there should be limit how much fleet you can send for shipwreck hunts. And also the ships level should be 1. It would be too op if you can get level 10 ships.

Lets put it on calculations: An average fleet can bring you 40k profit daily (with booster or party cards can be 80-90k) and lets say 10 fleet is max amount you can send. it cost you 1.2m(with booster it would be 2.5m) for 72 hours of shipwreck hunts. which equal to 1 sotl or 2 at max. The % chances doesnt seems too op or unrealistic. Actually reflects the exact values. Only tempting part will be %1 chance getting mow which should have. if we want to see more bigger ships on battles. we should cover their lose:)

On he other hand in a month or 2 here wont be any shipwrecks at the seabottom with that pace. So its nice to keep it alive.
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Re: Deepwater Salvage

Postby William one eye » Sun Jan 15, 2017 11:31 pm

I actually meant to suggest most ships will be lvl 1 but very slight chance you will get a higher level. To nerf them all to level 1 would take the fun out of it


Also a slight chance you may get a ship with Atts out of the normal spec range. Sometimes higher sometimes lower.

Ship Id numbers would generate in order as if being created at shipwright
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Re: Deepwater Salvage

Postby Maha » Mon Jan 16, 2017 12:18 am

i am not so sure about this, do we need a non-PVP addition?
yes the abundance of 'regular'wrecks will be gone soon. over-salvaging causes an empty sea.
But i think the salvage game-part will change. those interested will follow battle reports and try to salvage those ports where they expect to find recently sunk ships.

i wonder how much this salvaging addition has lowered the shipbuilding part of the game. I noticed my sales are down since the salvaging was introduced. If this a more general trend, than we should consider the desirability of this consequence.
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Re: Deepwater Salvage

Postby Stan Rogers » Mon Jan 16, 2017 1:46 am

Maha wrote:i am not so sure about this, do we need a non-PVP addition?
yes the abundance of 'regular'wrecks will be gone soon. over-salvaging causes an empty sea.
But i think the salvage game-part will change. those interested will follow battle reports and try to salvage those ports where they expect to find recently sunk ships.

i wonder how much this salvaging addition has lowered the shipbuilding part of the game. I noticed my sales are down since the salvaging was introduced. If this a more general trend, than we should consider the desirability of this consequence.


My thoughts as well. For sure, the ship building industry has taken a beating since this feature came out and I don't think it was designed to provide long term income. On the other hand, dredging for your buddies SOTL that was recently sunk in battle, places this feature squarely where it's meant to be.

IMO anyhow
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Re: Deepwater Salvage

Postby William one eye » Mon Jan 16, 2017 1:56 am

I certainly would not expect the NPC version to be as popular as hunting PVP ships. I see it more as an activity for new players. If it held to the same volume as PVP hunting, I certainly understand the concern.
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Re: Deepwater Salvage

Postby Most Lee Harmless » Mon Jan 16, 2017 9:16 am

Ship building market dead? Yep, I would say so : I havent built a ship for the market since salvage started and also have sold precious few of what I already had there : What would sell in a day is now taking best part of a week to move, so, my volume is well down.
Its kinda inevitable that folk go overboard trying out a new feature : I think 'mass salvage' will soon lose its appeal : its an awful lot of clicking around every 12 hours : I also think folk will tire of seeming to always be getting howkers and sloops, same as with TW's, and lose interest completely. I see it becoming a thing you do when you are a bit bored, or have some time and turns on your hands, like NPC farming or treasure hunting.
-1 : Move to archive.
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Re: Deepwater Salvage

Postby Haron » Mon Jan 16, 2017 9:19 am

I agree with Stan and Maha.

When all wrecks are brought up from the sea, the salvaging gets another use. Ships will continue to be sunk, after all. But I don't think sinking NPC ships is the way to go.
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Re: Deepwater Salvage

Postby Most Lee Harmless » Mon Jan 16, 2017 10:10 am

If we are to create NPC wrecks, then we should also add hazard to the mix : so, a chance your efforts merely awaken the local grumpy kraken who eats one of your salvage ships would be fair.
-1 : Move to archive.
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