Wild Nature Nation

All disapproved suggestions or suggestions that refer to disapproved suggestion can be found here.

Wild Nature Nation

Postby Meliva » Mon Jan 15, 2018 4:08 am

I think a good feature to add would be interactions with the Wild Nature nation. That players can do things that can both please it or anger it. And based on a players relation to nature can have different effects.

Some basic concepts of pros and cons.

Good
Nature blesses the weather for you-all ships sail faster
Nature blesses your fishermen-they catch fish much easier and faster
Nature Blesses your ships in battle-you are more accurate with shots and harder to hit.
Nature allows you to use some sea creatures on your enemies

Bad
Nature gives you rough seas- slower ships
nature gives you less fish
Nature makes your battles harder
nature will occasionally sick a sea creature on you.

What actions that please and anger it are up for debate, but i really think we should start trying to come up with ways to incorporate it into the game.

I would love to hear what the rest of the community thinks.
I'm a meanie head! Beware my Meanness :arr
User avatar
Meliva
Community Administrator
 
Posts: 6608
Joined: Mon Apr 04, 2016 12:53 am

Re: Wild Nature Nation

Postby PFH » Mon Jan 15, 2018 5:36 am

Meliva wrote:I think a good feature to add would be interactions with the Wild Nature nation. That players can do things that can both please it or anger it. And based on a players relation to nature can have different effects.

Some basic concepts of pros and cons.

Good
Nature blesses the weather for you-all ships sail faster
Nature blesses your fishermen-they catch fish much easier and faster
Nature Blesses your ships in battle-you are more accurate with shots and harder to hit.
Nature allows you to use some sea creatures on your enemies

Bad
Nature gives you rough seas- slower ships
nature gives you less fish
Nature makes your battles harder
nature will occasionally sick a sea creature on you.

What actions that please and anger it are up for debate, but i really think we should start trying to come up with ways to incorporate it into the game.

I would love to hear what the rest of the community thinks.

+1 with the ideas. I'm too tired to think of something, but I'm willing to give it some thought after I revise my influence ideas
Evil Teddy Bear :P
User avatar
PFH
 
Posts: 3249
Joined: Mon Apr 24, 2017 1:48 pm

Re: Wild Nature Nation

Postby Dejanira » Mon Jan 15, 2018 6:50 am

+1 to the idea, but how would a player please/upset Mother Nature?
Stay tuned on Radio Image Bermuda!
.
Are you a new player? Contact me in game and I'll cast a helping voodoo. Consider this like a sort of "tutorial mission".
User avatar
Dejanira
 
Posts: 956
Joined: Sun Apr 05, 2015 12:17 pm

Re: Wild Nature Nation

Postby Meliva » Mon Jan 15, 2018 6:56 am

Dejanira wrote:+1 to the idea, but how would a player please/upset Mother Nature?


That i think will be the tough part to figure out. Its pretty easy to come up with benefits and consequences, but actions to alter your relation with nature will be a bit harder, which is why i hope other players will offer up ideas.

One idea i can think of off the bat is maybe have a new feature with missions players can undertake. These missions can come from various sources-other nations, pirates, and even nature and succeeding in them gives you better relations with the entity that made the mission. In fact this idea might need its own post, so i might try to work on this in my own time before posting it.

Another idea is maybe make it to where the goldsmith produced pollution, and players can have 2 choices on how to deal with it-dump it in the ocean for bonus profit and cheaper costs but angering nature, or disposing of it properly and paying a little extra but improving relations.

I will try to think of other ways, but thats all i got for now.
I'm a meanie head! Beware my Meanness :arr
User avatar
Meliva
Community Administrator
 
Posts: 6608
Joined: Mon Apr 04, 2016 12:53 am

Re: Wild Nature Nation

Postby Grimrock Litless » Mon Jan 15, 2018 6:59 am

Option to choose what buff you want.
"Got ya."
User avatar
Grimrock Litless
 
Posts: 2591
Joined: Thu Aug 13, 2015 2:50 pm
Location: Under the sea, in a submarine!

Re: Wild Nature Nation

Postby Meliva » Mon Jan 15, 2018 7:02 am

I was thinking more of it being a stacked effect-as you get better and better relations you get more and more of the benefits. But in the event that you can only gain a limited number of benefits then I definitely agree being able to pick and choose.

Though then again, perhaps it would be better if it is random, and if you dislike the buff you get, you need to sabotage your relation and try again. After all you can't exactly control nature. Again this is all up for debate.
I'm a meanie head! Beware my Meanness :arr
User avatar
Meliva
Community Administrator
 
Posts: 6608
Joined: Mon Apr 04, 2016 12:53 am

Re: Wild Nature Nation

Postby Dejanira » Mon Jan 15, 2018 7:17 am

Meliva wrote:One idea i can think of off the bat is maybe have a new feature with missions players can undertake. These missions can come from various sources-other nations, pirates, and even nature and succeeding in them gives you better relations with the entity that made the mission.


I renew this old suggestion then http://www.piratesglory.com/forums/view ... f=4&t=3379
:)
(with different mission ideas, like sending ships to clean the port from pollution, for instance)
Stay tuned on Radio Image Bermuda!
.
Are you a new player? Contact me in game and I'll cast a helping voodoo. Consider this like a sort of "tutorial mission".
User avatar
Dejanira
 
Posts: 956
Joined: Sun Apr 05, 2015 12:17 pm

Re: Wild Nature Nation

Postby Grimrock Litless » Mon Jan 15, 2018 7:42 am

A easy way to do it, is just to allow you to earn loyalty points to wild nature, both positive value and negative value. And there will be actions that earns them, or lose them. Positive value can be spent to earn temporary buffs, and negative value will increase to 0 over time while giving you a debuff.
"Got ya."
User avatar
Grimrock Litless
 
Posts: 2591
Joined: Thu Aug 13, 2015 2:50 pm
Location: Under the sea, in a submarine!

Re: Wild Nature Nation

Postby Meliva » Mon Jan 15, 2018 7:48 am

Grim the main issue is determining what those actions will be that earns and lose points. It should make sense, and should have pro's and con's both ways. For example if doing an action the upsets nature doesn't have ANY plus sides then everyone will be walking around being best buddies with nature. So there has to be a reason to do bad actions, like my gold smith idea-you can choose to pay extra to run it and get honor with nature, or be cheap for easy profit but upset it.
I'm a meanie head! Beware my Meanness :arr
User avatar
Meliva
Community Administrator
 
Posts: 6608
Joined: Mon Apr 04, 2016 12:53 am

Re: Wild Nature Nation

Postby Grimrock Litless » Mon Jan 15, 2018 7:58 am

Meliva wrote:Grim the main issue is determining what those actions will be that earns and lose points. It should make sense, and should have pro's and con's both ways. For example if doing an action the upsets nature doesn't have ANY plus sides then everyone will be walking around being best buddies with nature. So there has to be a reason to do bad actions, like my gold smith idea-you can choose to pay extra to run it and get honor with nature, or be cheap for easy profit but upset it.


I am talking about the values system, how it should determine how upset nature is at you, not just have every action you do give you buff or debuff. Because the action is bad or good.
"Got ya."
User avatar
Grimrock Litless
 
Posts: 2591
Joined: Thu Aug 13, 2015 2:50 pm
Location: Under the sea, in a submarine!

Next

Return to Disapproved

cron