Ship Traits

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Re: Ship Traits

Postby DezNutz » Wed Nov 07, 2018 6:30 pm

Admiral Nelson wrote:Already suggested one; DezNuts.

Option 1, 2 or 3.

2 would do such, to where you didnt know what trait youd get.


The traits could remain the same and you still wouldn't know what they were before hand.

I think of the 3 options you laid forth a combination of 2 and 3 would be the best set. The player when plundering would have the option to drop any extra traits. It would be blind and they would not know which traits they are dropping, if they chose to do so. Basic Traits wouldn't be able to be dropped as they are inherent to the ship from being built.
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Re: Ship Traits

Postby Dejanira » Fri Nov 09, 2018 9:12 am

Mack wrote:i think negative traits should only be aquired by the attacker when a battle is lost maybe a %1 chance when losing a battle.

could be such this as
leaky hull (lower hull points)
tired crew (lower crew points)
torn sails (lower sails points)
cracked cannons
cracked cannon balls
and what not

+1

Admiral Nelson wrote:1) The Trait is lost, and cant be replaced.
2) The trait it lost, and when the new owner takes control another 'trait' takes it place (Could get the same trait again - The % of getting a trait is the same for when you build a ship)
3) The trait stays the same. (Which is a bit boring as when you plunder the ship, you know what your getting)

I'd say option 1.
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Ship Traits Version 0.1

Postby Mohammed » Mon Nov 12, 2018 9:14 am

Will there be a technology that helps us increase the chance of getting the trait we prefer or will this be completely random
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Re: Ship Traits Version 0.1

Postby Shadowood » Mon Nov 12, 2018 5:14 pm

Mohammed wrote:Will there be a technology that helps us increase the chance of getting the trait we prefer or will this be completely random

Interesting concept. However, the way its being set up, I think it should remain random.

This will help not flood the market with "special" ships.

I really think this update will improve game play for Ship Wrights and the Ship Market. In addition, it will add a new element to battle. Should be fun to test.
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Re: Ship Traits

Postby Most Lee Harmless » Mon Nov 12, 2018 5:23 pm

There are 106k ships already built that will have traits granted : statistically there are going to be many thousand with highly desirable traits and many with two.
I'd say the markets will see a big jump in prices/demand for those until it all shakes down after a few months.
The choker is going to be finding out a ship you already have on the market is a sweetie.. and you cant get it back :(
Last edited by Most Lee Harmless on Mon Nov 12, 2018 5:27 pm, edited 1 time in total.
-1 : Move to archive.
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Re: Ship Traits

Postby Shadowood » Mon Nov 12, 2018 5:26 pm

Agreed. Excited to see what prices these new beauties bring. Also, what will players gravitate toward more then others.
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Re: Ship Traits Version 0.1

Postby Meliva » Mon Nov 12, 2018 11:49 pm

Shadowood wrote:
Mohammed wrote:Will there be a technology that helps us increase the chance of getting the trait we prefer or will this be completely random

Interesting concept. However, the way its being set up, I think it should remain random.

This will help not flood the market with "special" ships.

I really think this update will improve game play for Ship Wrights and the Ship Market. In addition, it will add a new element to battle. Should be fun to test.


I think a new shipbuilding tech for traits should exist, but not one lets you pick a specific trait. I would suggest one that increases the chance of getting a positive trait over negative by a percentage and maybe also gives a small boost to your chance of building a ship with 2 traits.

This tech can also require you to have the other ship building tech maxed before you can study this one.
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Re: Ship Traits Version 0.1

Postby Shadowood » Mon Nov 12, 2018 11:58 pm

Meliva wrote:
Shadowood wrote:
Mohammed wrote:Will there be a technology that helps us increase the chance of getting the trait we prefer or will this be completely random

Interesting concept. However, the way its being set up, I think it should remain random.

This will help not flood the market with "special" ships.

I really think this update will improve game play for Ship Wrights and the Ship Market. In addition, it will add a new element to battle. Should be fun to test.


I think a new shipbuilding tech for traits should exist, but not one lets you pick a specific trait. I would suggest one that increases the chance of getting a positive trait over negative by a percentage and maybe also gives a small boost to your chance of building a ship with 2 traits.

This tech can also require you to have the other ship building tech maxed before you can study this one.


I could get behind this. +1
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Re: Ship Traits Version 0.1

Postby Meliva » Tue Nov 13, 2018 12:17 am

Shadowood wrote:
Meliva wrote:I think a new shipbuilding tech for traits should exist, but not one lets you pick a specific trait. I would suggest one that increases the chance of getting a positive trait over negative by a percentage and maybe also gives a small boost to your chance of building a ship with 2 traits.

This tech can also require you to have the other ship building tech maxed before you can study this one.


I could get behind this. +1


alrighty then, I went ahead and made a proper suggestion out of it. Would love for you and others to give it a look see.
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Re: Ship Traits Version 0.1

Postby Dejanira » Tue Nov 13, 2018 6:10 am

Meliva wrote:I think a new shipbuilding tech for traits should exist, but not one lets you pick a specific trait. I would suggest one that increases the chance of getting a positive trait over negative by a percentage and maybe also gives a small boost to your chance of building a ship with 2 traits.

This tech can also require you to have the other ship building tech maxed before you can study this one.

+1
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