Plundering fights

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Re: Plundering fights

Postby Shadowood » Thu Nov 16, 2017 9:31 pm

This is under the HELP section in the game.

http://s2.piratesglory.com/?page=help&action=upgrades

You will see there are two rolls. An attack and a defensive roll. This is where Armor class comes into play.

Ship speeds can easily be figured out if you know where to look. But the Armor Class side of things have not been declassified as of yet. Myself, Haron and others have tried to get CJ to divulge all battle metrics so we may understand it better, but this is one thing he has chosen to keep secret so far.

Just remember that the 1d20 die really can sway the outcome of a battle.
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Re: Plundering fights

Postby DezNutz » Thu Nov 16, 2017 10:10 pm

Shadowood wrote:Just remember that the 1d20 die really can sway the outcome of a battle.


This.
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Re: Plundering fights

Postby Stan Rogers » Thu Nov 16, 2017 10:19 pm

And this is why more metrics are needed to influence battle outcomes and less dependent on a dice roll when 2 ships of equal power faces off.
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Re: Plundering fights

Postby Shadowood » Thu Nov 16, 2017 10:35 pm

Stan Rogers wrote:And this is why more metrics are needed to influence battle outcomes and less dependent on a dice roll when 2 ships of equal power faces off.


Yes and No..

No matter what game features come out, eventually players will again come onto an "even" playing field. Those who invested in Tech early on and maybe Fast Tracked them, enjoyed the benefit of them. But I would venture a guess that some of caught up to others now and are on even ground. This thread is a good example of it.

There needs to be some sort of randomness or else the battles will end in a TIE.

Now I am speaking 1v1 here (SOTL vs SOTL). I think where we will see the main shake up of things is Different Ships give Different Bonuses in Different Situations. This is where things will get interesting.

But 100% yes. Ship Specialization is very much needed.
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Re: Plundering fights

Postby Stan Rogers » Thu Nov 16, 2017 11:32 pm

Well... if attributes were capable of going to 15 instead of 10 but the max allowable remained at 60 total, it would put a bit more variance in ship vs. ship battles.
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Re: Plundering fights

Postby Shadowood » Thu Nov 16, 2017 11:58 pm

Stan Rogers wrote:Well... if attributes were capable of going to 15 instead of 10 but the max allowable remained at 60 total, it would put a bit more variance in ship vs. ship battles.


Agreed... to a certain extent. Once players figured out the best set up for attacks, would word get out and all players then set up the same?

Honestly, I am beyond shocked when I steal a ship and people set it up SO WRONG! Some people just won't ever get it... but for the most part those who attack often, do get it.

Im I wrong on this? Or missing your point?
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Re: Plundering fights

Postby Stan Rogers » Fri Nov 17, 2017 12:32 am

No, you have my point completely and for the most part, I also agree.

There is not quite enough attribute categories to mix it up enough so ship A wins when fighting Ship B but could lose the battle against ship C who maybe just lost to ship B.
At worst case, increasing the window for att placement could give a little bit of variance and a fresh round of experimentation to find out what works the best most of the time.

It's hard to discuss without referencing my own idea's to what works for me but I think it might help in a small way when it comes to 2 ships battling when they both max out their att count and the battle outcome falls entirely to the the dice roll.

The other thing is it does not take much work on the devs part to implement and try it out. I expect this has already been explored by the devs and maybe it is currently where they have found it optimum... I dunno ?

Edit addendum- When I first started playing, a 60 att ship was a very rare encounter. Most ships were avg 45 atts and if you got a 47-48, you had a hot ship. There was not the MC cards in circulation. Seems now despite commanding record prices, there is more high att big ships on the water than ever before. The dynamic has changed probably due to more people playing.
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Re: Plundering fights

Postby Shadowood » Fri Nov 17, 2017 3:12 am

CJ has stated several times that ships should be the focal point. Ships are the main characters in the game.

I play several other mobile games where you assemble a “team” of 5 players to go forth and PvP, PvE and other. Very similar to how our Fleets are made up of 5 ships.

The main game that I play is Star Wars Galaxy of Hero’s. I got in on opening day 2 years ago. Each character has a certain set of abilities. These abilities tie into and support the team make up of the 5 assembled. This is how I see Ship Abilities in this game. Each ship will have certain ways to better assist and there will be multiple combos depending on your style of game play. Hoping this will bring attention to other ships like a Brig or Fluyt that don’t get used much.

There are some great suggestions already. Again Vane and Dungeness come to mind with some that stand out the most but Vanes honestly take the cake.
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Re: Plundering fights

Postby Psychodad » Fri Nov 17, 2017 3:55 am

if you want a game with near infinite attributes and variables...then EVE is your game. Every ship's attributes are influenced by the pilot's attributes and encounters are influenced by both. Then you can fit modules to the ships, the pilots etc...

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Re: Plundering fights

Postby fullfathomfive » Fri Nov 17, 2017 8:59 am

Game change to quickening all aspects can be blamed for more equality on most every level. Stan is correct that a few years back a 47 ATT SOTL was a fierce fighter. This caused trial and error in battles with opponents before you could figure out who owned such nasty battlers, not concerned with a dice roll. Back then 17 pages pages of voodoo was almost unheard of and limited the players ability to acquire voodoo to enhance the ATT's. Today those voodoo page numbers available are reversed and 71 pages to choose from. Hence the ease of greater equality.

Truth is game ship design is drastically wrong in perceived ability vs design. Personally I would have no desire for a 60 ATT if I had to take a SOTL into a real battle using current game ship structure. Add to the battle dynamics voodoo, technology, which affect outcome, max, max, max, on ship, voodoo, technology, this then leads to a dice roll on equality. It's becoming more the norm! Takes no mental energy to figure out what really works. Changes to more actual ship structure vs ability rather than max is best would need to be the first step taken.
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