[Deprecated] Another big feature: Ship abilities

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Re: Another big feature: Ship abilities

Postby Sir Henry Morgan » Sun Jan 22, 2017 6:22 am

I agree '- that level loss is too great - what I am trying to emphasize is "downside" of applying ship customization.

Loss of a level is heavy, and was just an idea or example. A Call Leviathan for a failed attribute is not a viable result. Attribute loss is heavy, too. I threw those out as examples.

There's many ways a downside could be applied - for instance, you have a chance the attributes fail - you can plan on 75% of the guns fire on war galleons, but there be a say 25% chance the operate as normal.

I am certain we can generate some ideas that will be more reasonable.
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Re: Another big feature: Ship abilities

Postby Vane » Sun Jan 22, 2017 9:10 pm

With the exception of level and attribute points I believe a small downside could be explored and make things a bit more interesting. Sir Morgans thoughts on cargo or cannons being dumped for evasive maneuvers is quite interesting and very realistic.

However, before we discuss downsides and chances of their occurrence, we should focus on how these abilities are earned and upgraded. I feel it is important to know what one would need to invest for both time and resources before determining drawbacks.

- Attribute points: Will this be the method of upgrading attributes? If so do we gain 1 extra attribute per level (IE: 4-6 becomes the new random), to maximize original attributes and the abilities will several Master Craftsmanship cards be required?

- CP point equivalent: Will we upgrade attributes similar to JessyA's thoughts on the flagships CP design? If so how should these points be earned, and what level of investment should be required?

- Is there an alternative means of upgrading these abilities we should explore?
"Not all treasure is silver and gold mate."
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Re: Another big feature: Ship abilities

Postby Shadowood » Mon Jan 23, 2017 9:13 pm

Blackk wrote:Hello ,my first post here. I got some idea about danger and ships ablities.
Small ship should have small danger rise after attack. Big ships like SOL much more danger + after attack.
Amout of danger should rise more if we have a full fleet or one ship in it.
Maybe a some ships should have a "sneak" hide in mist" ability or something smillar. But that must have a some disatvantage.


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Re: Another big feature: Ship abilities

Postby Maha » Mon Jan 23, 2017 10:34 pm

Charles Vane wrote:However, before we discuss downsides and chances of their occurrence, we should focus on how these abilities are earned and upgraded. I feel it is important to know what one would need to invest for both time and resources before determining drawbacks.


my 'binary option' suggestion was in my thinking not meant to be be upgraded.
how this could be earned? my original thinking was that it would come with the ship at lvl 1, but it could well be possible that lvl 5 unlocks the binary option and lvl 10 makes it an "one out of three" (trinary?) option. that way it becomes interesting to upgrade all those lvl 1 ships sailing around.
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Re: Another big feature: Ship abilities

Postby Vane » Mon Jan 23, 2017 11:02 pm

I like the idea of requiring a ship be of sufficient level to earn the right to use the abilities however there needs to be another means to acquire or upgrade/earn them. Basing solely on level is too simple and easy to obtain.
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Re: Another big feature: Ship abilities

Postby Shadowood » Mon Jan 23, 2017 11:15 pm

Charles Vane wrote:I like the idea of requiring a ship be of sufficient level to earn the right to use the abilities however there needs to be another means to acquire or upgrade/earn them. Basing solely on level is too simple and easy to obtain.

Agreed and will again refer to the point system JessicaA came up with. I think this a brilliant idea and could be used for many things. Just need to adjust it to fit
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Re: Another big feature: Ship abilities

Postby Maha » Mon Jan 23, 2017 11:36 pm

Charles Vane wrote:I like the idea of requiring a ship be of sufficient level to earn the right to use the abilities however there needs to be another means to acquire or upgrade/earn them. Basing solely on level is too simple and easy to obtain.

why is 'easy to obtain' not a favorable thing? it will give a new player already some strategic choices. not all has to be a gold sinker. , but maybe i am thinking too simplistic :)

the 'extra abilities' that can be upgraded will probably come through the hideout system. either by tech research or through a building like "dockyard" (each level adds a dry-dock, dockyard tech is researched only for the docked ships, (or once dockyard tech is researched it will take x days in the dock to refit the ship. personally i like the research per ship option))
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Re: Another big feature: Ship abilities

Postby Shadowood » Mon Jan 23, 2017 11:46 pm

Not gold. It needs to be effort based. It won't favor new or old that way. If you used the point system like what Jessica suggested for Flagship it would be good
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Re: Another big feature: Ship abilities

Postby Vane » Tue Jan 24, 2017 12:14 am

That's it shadow!

Maha, I did not mean gold and definitely prefer it not be based off of gold a the richest player wins. This should be effort based and abilities should be earned based on the choices we make.

IE: JessicaA's thoughts on CP points as an equivalent and points are earned on actions dependent on the type of ship and what you do.
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Re: Another big feature: Ship abilities

Postby Maha » Tue Jan 24, 2017 12:18 am

i will reread this discussion tomorrow :)

i get the feeling that i've missed a vital element of the discussion :)
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