Crew

Any game related discussion can take place here. Examples: Discuss about how bad the merchant rates have been lately, how rich you have became by following this specific strategy which now needs to stop etc etc

Crew

Postby Captain Jack » Sat Sep 22, 2018 10:39 am

Please, before commenting here, please wait for the rest of the ideas, plus the main article. It is going to take some time.

Crew's role will be upgraded. Crew number already plays a role in battles. This role will be revised.


The initially proposed changes are:
  • Crew Dies during Battles
  • Remaining crew gains experience

A new interface will be coded where monitoring crew experience and crew hiring will be hassle free.


The exact effects of crew experience are open for discussion.
Here are some initial proposals:
1.Experience counts as extra crew members.
-This will work immediately with existing battle system.
-This will act as a cover when you lose crew members.
-This combos with existing ship attributes.

2.Crew Experience can factor in the chances of Captain orders.
User avatar
Captain Jack
Project Coordinator
 
Posts: 4042
Joined: Tue Feb 08, 2011 1:12 am
Location: Pania

Re: Crew

Postby DezNutz » Sat Sep 22, 2018 1:40 pm

Captain Jack wrote:Please, before commenting here, please wait for the rest of the ideas, plus the main article. It is going to take some time.

Crew's role will be upgraded. Crew number already plays a role in battles. This role will be revised.


The initially proposed changes are:
  • Crew Dies during Battles
  • Remaining crew gains experience

A new interface will be coded where monitoring crew experience and crew hiring will be hassle free.


Same questions and points I posted under "Captains".


DezNutz wrote:
So how would this effect minimum crew requirements to sail a ship? Can only so much crew be killed or can all crew be killed? If all crew can be killed, what happens to the ship?

Would be interesting if you kill all the crew, you plunder the ship, regardless of gc on purse or ship position in fleet.

As well, if you do kill crew, I would suggest that plundered ships do not come with crews. A portion or all of the existing remaining crew could abandon ship forcing the new owner to transfer sufficient crew to man the ship from the capturing fleet.

I would apply the crew rule to shipwrecks as well. To take possession, the fleet must transfer sufficient crew.
I'm only here for Game Development and Forum Moderation.

If you see a forum rule violation, report the post.
User avatar
DezNutz
Players Dev Team Coordinator
 
Posts: 7073
Joined: Sat Oct 24, 2015 4:51 pm
Location: United States of America

Skirmish/Plunder differences

Postby DezNutz » Sat Sep 22, 2018 1:51 pm

I am assuming that crew experiences are not just a lumped experience and that crews will have different attributes that they gain experience with. If that be the case, Skirmish and Plunder could effect certain attributes at different levels.
I'm only here for Game Development and Forum Moderation.

If you see a forum rule violation, report the post.
User avatar
DezNutz
Players Dev Team Coordinator
 
Posts: 7073
Joined: Sat Oct 24, 2015 4:51 pm
Location: United States of America

Re: Crew

Postby Captain Jack » Sat Sep 22, 2018 2:17 pm

Crew Experience will be that and nothing else. No levels. It will affect combat.
It will be a number that will have no cap though.

Follow me at this example to see how we picture it:
-You construct a Sloop and you hire the first 50 crew members to it.
-The sloop crew experience is now 0.
-This sloop starts to make battles. Let's say that the remaining crew members earn 3 xp for every battle. 1 xp for battles not fought (aka, the defender fleet has chosen not to fight) and 5 xp for every win.
-At the first win, all your 50 crew members survive. This will award them +3 xp for the battle and +5 xp for the win, for a total of 8 xp per member, or 400xp total.

For convenience, you will always see either the avg XP per member or the total XP. Probably the average XP so you can compare against different ships.

-Your ship then fights a second battle, where it wins again. This time however, you lose 5 crew members. The following should happen:
Crew Experience goes from 400 to 360, as the 5 crew members that were lost, had 8 xp each. A total of 40 xp.
Then, your 40 remaining members, won +8 xp each again. 40*8 = 320xp + 360xp = 680xp

Avg XP now is 680/45 = 15.1xp per member
However, you are down 5 men. Each new man comes with 0 experience. This means that you will now have 680/50 = 13.6xp per member.

Crew Experience, as a result, will be reflected by your casualties mainly. If you lose all your crew members, all accumulated experience will zero.


-------

The exact effects of crew experience are open for discussion.
Here are some initial proposals:
1.Experience counts as extra crew members.
-This will work immediately with existing battle system.
-This will act as a cover when you lose crew members.
-This combos with existing ship attributes.

2.Crew Experience can factor in the chances of Captain orders.
User avatar
Captain Jack
Project Coordinator
 
Posts: 4042
Joined: Tue Feb 08, 2011 1:12 am
Location: Pania

Re: Crew

Postby Shadowood » Sat Sep 22, 2018 3:59 pm

Will crew members die randomly or will they did from most experience down, effectively capping experience?
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!!!
User avatar
Shadowood
Fantasy Draft Deity
 
Posts: 4080
Joined: Mon Feb 08, 2016 5:40 am

Re: Crew

Postby Grimrock Litless » Sat Sep 22, 2018 5:09 pm

Maybe I missed it somewhere, I hope you give people a way to instantly rehire any lost crew in all the fleets you have.
"Got ya."
User avatar
Grimrock Litless
 
Posts: 2591
Joined: Thu Aug 13, 2015 2:50 pm
Location: Under the sea, in a submarine!

Re: Crew

Postby Captain Jack » Sat Sep 22, 2018 5:12 pm

We will give easy tools for rehiring. Even if you run hundreds of fleets. There will be a new layout for managing fleets anyway.

No random deaths. If the enemy ship does not target your crew, they will not die. Do we need random modifiers? I think not.
There can be special abilities affecting their death rate.
User avatar
Captain Jack
Project Coordinator
 
Posts: 4042
Joined: Tue Feb 08, 2011 1:12 am
Location: Pania

Re: Crew

Postby Grimrock Litless » Sat Sep 22, 2018 5:15 pm

Thanks! Appreciate that.
"Got ya."
User avatar
Grimrock Litless
 
Posts: 2591
Joined: Thu Aug 13, 2015 2:50 pm
Location: Under the sea, in a submarine!

Re: Crew

Postby Redish » Sat Sep 22, 2018 5:31 pm

As someone who knows nothing about coding/programming/scripting (not even sure I've got the terminology right) this sounds hectically complicated. How many crew members for how many ships in Avonmora?

This does tie in with the Captain's orders suggestion(target crew) but would it not be simpler to assign the experience to the ship as a whole rather than the crew?
User avatar
Redish
 
Posts: 76
Joined: Wed Jul 05, 2017 12:42 pm

Re: Crew

Postby Captain Jack » Sat Sep 22, 2018 5:47 pm

Redish, for long, this was our reason for not messing with this. There will be options to make re-hire easier. It will be a few extra clicks but on a better layout, it would seem all too easy and non-intrusive.
User avatar
Captain Jack
Project Coordinator
 
Posts: 4042
Joined: Tue Feb 08, 2011 1:12 am
Location: Pania

Next

Return to General Discussion

cron