Shipwright- Cannon v cargo option

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Re: Shipwright- Cannon v cargo option

Postby sXs » Wed Apr 26, 2017 5:44 pm

William one eye wrote:
I am not certain I agree with trading crew for guns or cargo. I think that crew currently has a fairly important function that affect
to many aspects of ship management, and we should not mess with it.


The crew aspect already in place. You can hire and fire up to the limits already in place, the effect is a speed consideration. Was just using that as another feeder. swapping crew births for more cargo space is a real life scenario in shipbuiling.

I like some of what you put forth. Thanks for input.

Bmw wrote:wasnt something like this approved for implementation in 2.0


It may have been moved to the approved thread if that is the case. I only went back 3 years in suggestion thread.


Dman has suggested this could also be a gold bar sinker. Gold bars for retrofits in Marina. Maybe credits. Even as an initial shipbuild option. Base ship would stay the same but any modifications could require gold bars or credits.
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Re: Shipwright- Cannon v cargo option

Postby William one eye » Wed Apr 26, 2017 6:01 pm

Re crew -

I do see the potential to swap crew / cargo space and realize that is actually done.
Using my suggestion to keep things simple - add a fourth class - S class - Skeleton crew

I suggest this would be an extension beyond M class - and crew is only traded for cargo slots.
so you first modify to class M then you can modify to class S

Other considerations - by further cargo reduction.
This might complicate fight mechanics however there is potential for extensions beyond W class

in a similar fashion you would first modify to w class than you can further modify to one of the following classes

an assault class - striped down ( hollow ship ) for increased speed.

a battle class - heavy hull reinforcement for damage resistance in battle.
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Re: Shipwright- Cannon v cargo option

Postby sXs » Wed Apr 26, 2017 6:21 pm

My original intent with this started as a way to make all ships viable options again and to bring more of the bigger ships back into the game. I would love to see more fluyt brig and galleon class ships sailing the seas of Avonmora again. I am sure those flying the black would love to see more MOW's sailing the seas.

I think this could achieve that.
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Re: Shipwright- Cannon v cargo option

Postby Shadowood » Wed Apr 26, 2017 9:00 pm

Ship specialization is an approved feature that is due out "sometime soon".

I would refer to that post for some of the ideas that have been presented. Each ship type will have certain bonuses as I understand it. Some of which covers part of this suggestion.

I would say -1 to this idea as it is kinda sorta in the Ships Abilities feature that is coming.
I don't fear death. I look forward to it with great anticipation. For then I will met God face to face and let him know that I stole his Man of War!!!
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Re: Shipwright- Cannon v cargo option

Postby sXs » Thu Apr 27, 2017 12:14 am

Thanks Shadow. Like I said, wasn't sure if it was discussed prior. Looking forward to it.
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Re: Shipwright- Cannon v cargo option

Postby Captain dungeness » Thu Apr 27, 2017 3:06 am

Like I said in the previous thread, I would really like to see something similar to this implemented but the "tweaking" needs to be rather limited: eg. +4max increase to cannons on LM and 100 crew minimum... if you make all ships too flexible then you will find only about 3 ships are worth building and those get refitted to whatever is needed.

I greatly prefer what I wrote here in the Ship abilities thread.

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Re: Shipwright- Cannon v cargo option

Postby sXs » Thu Apr 27, 2017 3:09 am

Thanks CD. I will check it out.
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Re: Shipwright- Cannon v cargo option

Postby Mugiwara » Thu Apr 27, 2017 1:09 pm

i see your suggestion as a part of ship specialization which already suggested by Captain D. and Vane. but for your suggestion i can say it will damage having sotls,mows or lfs. for making it simple i wont gonna chance crew numbers just going to play with cargo and cannon counts.

for war ships max cannon minimum cargo
flag galleons: you can get 20 cargo 67 cannons(26-27 from 80 cargo capacity)
Large frigate: 57 cannons
sotl: 73 cannon
mow 93 cannon
frigate: 45 cannon
war galleon: 52 cannon

for trade ships: minimum cannon max cargo
lmm: 168 cargo
trade galleon: 174 cargo
merchantman:126 cargo
large fluyt: 134 cargo
galleon: 124 cargo

tails:
cutter 54 cargo
howkers: 60 cargo

with current numbers. i will use only lmm with cutter tails and for war fleet will use only flag galleons. thats why i believe for your suggestion it needs restrictions. for example 10% max change - or + but cant be changeable more than 10%. even with that still fluyts will be unwanted children:)
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Re: Shipwright- Cannon v cargo option

Postby Most Lee Harmless » Thu Apr 27, 2017 4:10 pm

Mugiwara wrote:with current numbers. i will use only lmm with cutter tails and for war fleet will use only flag galleons. thats why i believe for your suggestion it needs restrictions. for example 10% max change - or + but cant be changeable more than 10%. even with that still fluyts will be unwanted children:)


To misquote : 'All fluyts are bastards in their fathers eyes'
-1 : Move to archive.
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Re: Shipwright- Cannon v cargo option

Postby sXs » Thu Apr 27, 2017 4:25 pm

Danik wrote:
Mugiwara wrote:with current numbers. i will use only lmm with cutter tails and for war fleet will use only flag galleons. thats why i believe for your suggestion it needs restrictions. for example 10% max change - or + but cant be changeable more than 10%. even with that still fluyts will be unwanted children:)


To misquote : 'All fluyts are bastards in their fathers eyes'



Obsure Game of Thrones misquote.

+1 for originality
+2 for application

well done Sir!!!
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