Ship Specialization

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Re: Ship Specialization

Postby Big Brother » Sat Jul 06, 2013 5:01 pm

I think all the ships with a speed rating of "very fast" should get the maneuver ability.
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Re: Ship Specialization

Postby Spastic » Sat Jul 06, 2013 10:05 pm

nahit should be all the ships built to be manoeuvrable such as frigates. brigs ect.
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Re: Ship Specialization

Postby Big Brother » Sun Jul 07, 2013 12:36 am

perhaps the ones with the "fast" rating.
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Re: Ship Specialization

Postby Edward_Teach » Sun Jul 07, 2013 2:02 am

You're not understanding the idea here, only so many ships in the age of sail were designed to be maneuverable such as Sloops, Frigates, Brigs, and NOT Ship of the Lines(These were actually generally slow, at their time), Flag Galleons(including the War Galleon) were also not a maneuverable class of Warship.
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Re: Ship Specialization

Postby Captain Jack » Sun Jul 07, 2013 5:16 pm

EdwardTeach wrote:Only so many ships in the age of sail were designed to be maneuverable such as Sloops, Frigates, Brigs, and NOT Ship of the Lines(These were actually generally slow, at their time), Flag Galleons(including the War Galleon) were also not a maneuverable class of Warship.



That's historically correct. Sooner or later SoL speed will need to be decreased in order to be in PAR with this (and also make some other warships more of an option). Then, it could be possible to go with Colonel Smith suggestion which is a good start to define (we shall not do it right out of the box, but rather analyze keeping the speed in mind - size must also be taken in mind) which ships will get the maneuver ability.

I like how discussion unlocks the difficulties presented. Keep it coming ;)
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Re: Ship Specialization

Postby Stan Rogers » Fri Oct 23, 2015 2:05 am

How about the ability to modify a ship's basic build parameters such as cargo, crew size and cannons available ?

Let me give you an example. Large merchantman currently 100 crew, 20 cannons, 120 cargo. I really would like a LMM that had 100 cargo, 30 cannon and 110 crew that would have more "sting" as a fleet protector.
Perhaps I could build a Lrg Frig that I could cut back on cargo space for more crew or cannon or perhaps we could shed some cannon and crew and increase cargo space.

Of course there would be limiting parameters for diff ship types on how far they could be modded but it would increase another variable that could prove interesting in gameplay and ship stacking.
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Re: Ship Specialization

Postby Shadowood » Wed Nov 30, 2016 9:31 pm

Bump - For those that are newer to see and discuss an upcoming feature.
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Re: Ship Specialization

Postby Maha » Wed Nov 30, 2016 10:59 pm

imo it will be quite difficult to have truly personalized ships.
historically the different nations had different designs for the same class of ships. and those designs improved over the years.

for ship specialization i suggest that each port gets a small unique flavor for a ship. say an lmm build in psaral is slightly faster than a regis built lmm. a brig from tortuga has holds more cargo etc. (good for large nations since dukes want multiple ports to built ships :) )

for general ship type improvement i suggest that ships get randomly a buff each time the ship ID# counter passes a multiple of 5000 or 10000.
the random buffs could be increases speed, more HP, larger cargo space etc)

it will change the game for newer ships will become more powerful than the old ones, which is realistic. it will devalue old ships on the auction which is good for new players. also it will boost the economy because the new models are better thus give you the edge you need to stay ahead. (my parrot whispers that some of these newer options are going to require 1 or 2 goldbars to guild the captains cabin
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Re: Ship Specialization

Postby Shadowood » Thu Dec 08, 2016 11:09 pm

...
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Re: Ship Specialization

Postby Shadowood » Fri Dec 16, 2016 6:46 pm

Bump.. William has a good idea with Harpoons that would work great I think. He will post soon I think.
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