Shipwreck Island - Pirate King - Flagship - Pirate Bonus'

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Re: Shipwreck Island - Pirate King - Flagship - Pirate Bonus

Postby Charles Vane » Sat Mar 25, 2017 2:18 pm

Leave it to Grim to knock on someones spelling...

Grimrock Litless wrote:He even bloody spelled "than" wrong.


And then ruin his own sentence...

Grimrock Litless wrote:pirates dies left and right


Died, or even Die perhaps?..


But wait it doesn't stops there! He knocks an Idea that has a solid base and concept with "little" thought put into it..

Grimrock Litless wrote:Gaining 2 danger per hour? That is just rubbish. Why would anyone even go there?

So far, the port would just be useless, so, -1.


Then he creates an even worse idea with "no" thought behind it!

Grimrock Litless wrote:Arena Island




:D
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Re: Shipwreck Island - Pirate King - Flagship - Pirate Bonus

Postby Grimrock Litless » Sat Mar 25, 2017 2:22 pm

Charles Vane wrote:And then ruin his own sentence...

Grimrock Litless wrote:pirates dies left and right


Died, or even Die perhaps?..


Having "pirates die left and right" doesn't sit well in my tongue.
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Re: Shipwreck Island - Pirate King - Flagship - Pirate Bonus

Postby Charles Vane » Sat Mar 25, 2017 2:24 pm

Are you speaking "english" or whatever your tongue likes?

If its whatever your tongue likes I now understand why so many dislike your suggestions...
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Re: Shipwreck Island - Pirate King - Flagship - Pirate Bonus

Postby Dmanwuzhere » Sat Mar 25, 2017 2:49 pm

For starters the increased rum trade prices available only to pirates. Secondly the gain of a ship also only available only to someone from the pirate class. The other gains if they were actually added would be summed up as " I see Gambling, Drinking, Inn Keeping, Brothel as part of this Port as well." Those are the gains with no balance. For me, to see a pirate get a boost on trade revenue when they have declined to be traders is the worst sin of all. Under your proposed rum trade you would almost rival the rum trade voodoo. I understand the want to increase the benefit of being a pirate to draw more people into the occupation. But unfortunately it was never a career everyone flocked to, due to its dangers and lack of perks. The integration of a port able to be visited by all with a pirate the only capable choice for Pirate King sounds good. But if trade perks become the trademark of a pirate what then is a traders trademark?
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Re: Shipwreck Island - Pirate King - Flagship - Pirate Bonus

Postby Charles Vane » Sat Mar 25, 2017 2:57 pm

I like the idea of a pirate island, perhaps not as a priority as the Flagship should be first, but it should be strongly considered for future plans.

- Shipwreck Island will be a place on the map, but it will only be visible and accessible to those flying the Jolly Roger.
Absolute hiding from other nations should be avoided if possible. The island was said to move and could generally only be found by those who already knew it. Perhaps once or twice a day the port would become visible for one hour to all players? Would not need to be a set time either, it could be the roll of a dice on which hour it becomes seen.

- This island/port will be a safe haven (of sorts) to Pirates as it will be invisible to all who don't fly the Jolly Roger.
Wuld still be a safe haven with the above comment, just less absolute.

- Upon entering through Devil's Throat, each ship in fleet has a chance at random damage applied. Tail ship has a 5% chance to sink. Flagship is 100% protected from these effects
Love the consideration of Devils Throat! Random damage applied is a must, maybe each ship has a 50/50 chance of taking 50% damage. As per the sink chance I like that too, 5% might be light. Perhaps 15%?

- To enter Shipwreck Cove you must have less then 3 danger. While docked you gain 2 danger per hour. (This is to avoid abuse. Attack and hide) Danger gain does affect Flagship too.
Gaining 2 Danger per hour I think is perfect. We already lose one point on every hour so so in reality we would be gaining one point. (If i understand this correctly). Otherwise 2 pts on every hour might be a bit high for my liking. Less than 3 danger to enter is also quite restricting but is necessary. I would like to see the limit up around 11 points though. Cant raid and hide, cant hit 2-3 targets and hide right away, must wait 1-7 hours respectively.

- Other players flying the Jolly Roger may attack you as they can see the Port.
A must

- Due to the bad habits of Pirates, RUM is of high demand. Pirates who ship RUM in are paid 18 g.c. per crate sold.
A bonus I would probably never benefit from but something to play with. The Pirate King might take a cut from trade here?

- Shipwreck Island produces NO RESOURCE. You will not ship out any items, only ship in RUM
Agreed at this point.



Pirate King -
I propose that there be a title given of "Pirate King"


To be eligable:
- This Pirate must have won 10,000 Battles min
- This Pirate must have won 2,500 Skirmishes min
- The Pirate who has the most "Battles won" and has the above requirements, will be crowned Pirate King
- The Pirate King is granted access to a second Flagship which he commands and can upgrade
I don't agree with this benefit. Flagships are powerful enough, no one should get two. I think title, and a tribute amount given at each update would be enough. This tribute could be a set amount, like 500,000 - 1 mill "or" come from some form of tax generated by the island.

- If no one posses the above requirements, there is no KING (requirements of course are negotiable, but must be difficult to achieve given the prize)
- If the current Pirate King is dethroned, he keeps his 2nd Flagship, but does not command it (can't upgrade it further) (standard Flagship rules apply)
Again, I believe a 2nd Flagship is too much.
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Re: Shipwreck Island - Pirate King - Flagship - Pirate Bonus

Postby Charles Vane » Sat Mar 25, 2017 3:00 pm

Dmanwuzhere wrote:For starters the increased rum trade prices available only to pirates. Secondly the gain of a ship also only available only to someone from the pirate class. The other gains if they were actually added would be summed up as " I see Gambling, Drinking, Inn Keeping, Brothel as part of this Port as well." Those are the gains with no balance. For me, to see a pirate get a boost on trade revenue when they have declined to be traders is the worst sin of all. Under your proposed rum trade you would almost rival the rum trade voodoo. I understand the want to increase the benefit of being a pirate to draw more people into the occupation. But unfortunately it was never a career everyone flocked to, due to its dangers and lack of perks. The integration of a port able to be visited by all with a pirate the only capable choice for Pirate King sounds good. But if trade perks become the trademark of a pirate what then is a traders trademark?



Trade will not be of high or really any significance here. Anyone trying is running a single ended route.... buy rum at say 8gc per crate, ship here and earn 10gc per crate, now you have no resource to ship back.... no where near rivals party cards or other trade. Central location means long rum routes.. I would never be worried of this being a trade boost to pirates.
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Re: Shipwreck Island - Pirate King - Flagship - Pirate Bonus

Postby Shadowood » Sat Mar 25, 2017 3:26 pm

@Vane. +2 danger gain with the natural -1 per hour for only +1 danger gain per hour is my intent, yes
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Re: Shipwreck Island - Pirate King - Flagship - Pirate Bonus

Postby Haron » Sat Mar 25, 2017 3:27 pm

Shadowood, can you generate a scenario where someone would use this island, to better explain the purpose of it?
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Re: Shipwreck Island - Pirate King - Flagship - Pirate Bonus

Postby Dmanwuzhere » Sat Mar 25, 2017 3:30 pm

Charles Vane wrote:
Dmanwuzhere wrote:For starters the increased rum trade prices available only to pirates. Secondly the gain of a ship also only available only to someone from the pirate class. The other gains if they were actually added would be summed up as " I see Gambling, Drinking, Inn Keeping, Brothel as part of this Port as well." Those are the gains with no balance. For me, to see a pirate get a boost on trade revenue when they have declined to be traders is the worst sin of all. Under your proposed rum trade you would almost rival the rum trade voodoo. I understand the want to increase the benefit of being a pirate to draw more people into the occupation. But unfortunately it was never a career everyone flocked to, due to its dangers and lack of perks. The integration of a port able to be visited by all with a pirate the only capable choice for Pirate King sounds good. But if trade perks become the trademark of a pirate what then is a traders trademark?



Trade will not be of high or really any significance here. Anyone trying is running a single ended route.... buy rum at say 8gc per crate, ship here and earn 10gc per crate, now you have no resource to ship back.... no where near rivals party cards or other trade. Central location means long rum routes.. I would never be worried of this being a trade boost to pirates.


Your proposed sell price is not as high as the 18 first listed. And while I agree with a tax system to benefit the person holding the title of Pirate King, I just hold the opinion that if you gain largely from trade and title then you are not adhering to a pirate code. A one way trade route and minimal profit solves that.
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Re: Shipwreck Island - Pirate King - Flagship - Pirate Bonus

Postby Shadowood » Sat Mar 25, 2017 3:49 pm

Haron wrote:Shadowood, can you generate a scenario where someone would use this island, to better explain the purpose of it?


Honestly, I am looking for more ideas to build on this one. Other benefits that would be Pirate Only.

For now, the only "benefit" is to use this as a Hideout/Marina of sorts, safe from Nationals. But not safe from other pirates who may enter this area. This area would save the turns needed to Dock a valuable ship in your Marina (but will gain small amounts of danger per hour). This area wouldn't protect your fleet from voodoo (maybe it should), but would from attack from Nationals.

This was just a base idea for a Pirate Only place. But I would like possible other benefits while in this "Safe Heaven"
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