Sailmaker!

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

Sailmaker!

Postby fullfathomfive » Sat May 07, 2016 8:20 pm

Now that the academy is a reality I believe a Sailmaker structure located in the hideout would certainly be appropriate. High quality sailmakers with a history of successful products are as sought out today as they were many century's ago. In Avonmora a sailmaker could have cause and effect on several different functions. Speed, design, durability, weathering storms, (a card yet implemented). Cotton, hemp, linen, silk, age old products utilized by sailmakers for additional port products. A little imagination along with a leaning on past history can provide many reasons why a sailmaker should be a welcome addition in Avonmora.
Respect is earned.. Not something you can purchase like a cheap trinket.
User avatar
fullfathomfive
 
Posts: 27
Joined: Tue Oct 07, 2014 6:45 am

Re: Sailmaker!

Postby Stan Rogers » Sat May 07, 2016 9:21 pm

I was surprised a sailmaker was not in the initial lineup of academy vocations.
The Last of Barrett's Privateers
User avatar
Stan Rogers
 
Posts: 1524
Joined: Sat Mar 01, 2014 6:49 pm

Re: Sailmaker!

Postby Captain dungeness » Sun May 08, 2016 9:54 pm

I would love to have a researchable bonus to sails just like what we have for advanced metallurgy.
It would improve escaping skirmishes, or faster fleet speed or firing first in battles....
User avatar
Captain dungeness
 
Posts: 626
Joined: Mon Feb 28, 2011 3:43 am

Re: Sailmaker!

Postby Admiral Nelson » Mon May 09, 2016 6:56 am

How about they make a technology that just annihilates a entire guild?

10 gold coins per guild wiped?

Sounds fun.
User avatar
Admiral Nelson
 
Posts: 2370
Joined: Sat Mar 12, 2016 7:48 am

Re: Sailmaker!

Postby Grimrock Litless » Mon May 09, 2016 6:58 am

Arg wrote:How about they make a technology that just annihilates a entire guild?

10 gold coins per guild wiped?

Sounds fun.


+1

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

Re: Sailmaker!

Postby Admiral Nelson » Mon May 09, 2016 6:59 am

Administrator, you may as well just implement my idea now!
User avatar
Admiral Nelson
 
Posts: 2370
Joined: Sat Mar 12, 2016 7:48 am

Re: Sailmaker!

Postby Hawk » Sat Nov 17, 2018 1:05 am

-1 Disapprove
"Have at it gentlemen"
User avatar
Hawk
Players Dev Team Member
 
Posts: 453
Joined: Wed Mar 28, 2012 2:32 am

Re: [Review] Sailmaker!

Postby DezNutz » Sat Nov 17, 2018 2:01 am

-1 Disapprove
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: 7074
Joined: Sat Oct 24, 2015 4:51 pm
Location: United States of America

Re: [Review] Sailmaker!

Postby Banger » Sat Nov 17, 2018 3:44 am

I am going against the grain of the previous 2 votes. I think this has merit, I don't see why it couldn't be a thing considering you can research haul and metallurgy improvements
User avatar
Banger
 
Posts: 1166
Joined: Thu Feb 16, 2017 3:00 pm

Re: [Review] Sailmaker!

Postby DezNutz » Sat Nov 17, 2018 3:57 am

Banger wrote:I am going against the grain of the previous 2 votes. I think this has merit, I don't see why it couldn't be a thing considering you can research haul and metallurgy improvements


The basic idea has merit just not as a hideout building. This is something that I think should be more port specific or possibly an add-on building to your plantation in certain ports.

So as the suggestion currently stands, I would say no.
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: 7074
Joined: Sat Oct 24, 2015 4:51 pm
Location: United States of America

Next

Return to General Discussion

cron