Fisheries- Alternative to new fishing vessels

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Re: Fisheries- Alternative to new fishing vessels

Postby Thekgb » Mon Jul 24, 2017 11:56 pm

only fished once
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Re: Fisheries- Alternative to new fishing vessels

Postby Hawk » Mon Nov 19, 2018 6:26 pm

-1

Fishing fleets should be on the board in some manner
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Re: Fisheries- Alternative to new fishing vessels

Postby DezNutz » Mon Nov 19, 2018 6:40 pm

-1 Disapproved. I'll just quote myself for my reasoning:

DezNutz wrote:-1

There is nothing wrong with fishing in how it works now.

Don't think we need a multitude of new ships just for fishing. The Admins came up with the Dogger for fishing, but never implemented it.

Fishing fleets not being susceptible to the plunder or skirmish board makes them a guaranteed and protected profit point. That's not going to happen and is one of the main reasons for the -1.

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Re: [Review] Fisheries- Alternative to new fishing vessels

Postby Most Lee Harmless » Mon Nov 19, 2018 7:58 pm

Fishing fleets are not on the skirmish board but they can still be lit and hit when they gain 3 danger same as any other fleet. Set store to warehouse then neglect to empty it : you'll end up gaining danger every 5 or so minutes. HN's/Fugi still work on them.

For me the idea of a dedicated fishing type vessel was to stop the massed ranks of trade vessels being used. The Dogger could fish : that was all it would do, slow and unarmed and hopelesss for trade.

You could also designate it as 'inshore' : it cant travel port-to-port but only work in the port it was built or purchased in. If a merchant wants to sell fish into a different port they must either ship it or obtain Doggers in that port.

Make such a vessel carry a hefty GB component in its build, make it useless for trade, make it unarmed and prevent any other vessel type from fishing then we have a far more useful and realistic path for this activity to follow.

PS : Even if you made them skirmishable they would only show on return to port and as they empty and go back out in minutes... you are not going to get much opportunity to gain cargo plunder from one.
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Re: [Review] Fisheries- Alternative to new fishing vessels

Postby DezNutz » Mon Nov 19, 2018 8:17 pm

Danik wrote:Fishing fleets are not on the skirmish board but they can still be lit and hit when they gain 3 danger same as any other fleet. Set store to warehouse then neglect to empty it : you'll end up gaining danger every 5 or so minutes. HN's/Fugi still work on them.

For me the idea of a dedicated fishing type vessel was to stop the massed ranks of trade vessels being used. The Dogger could fish : that was all it would do, slow and unarmed and hopelesss for trade.

You could also designate it as 'inshore' : it cant travel port-to-port but only work in the port it was built or purchased in. If a merchant wants to sell fish into a different port they must either ship it or obtain Doggers in that port.

Make such a vessel carry a hefty GB component in its build, make it useless for trade, make it unarmed and prevent any other vessel type from fishing then we have a far more useful and realistic path for this activity to follow.

PS : Even if you made them skirmishable they would only show on return to port and as they empty and go back out in minutes... you are not going to get much opportunity to gain cargo plunder from one.


I'm all for the dogger, and I think your idea is actually an interesting take on it implementing it. The dogger suggestion is buried somewhere. Here is the Fishing Tweak Suggestion which includes the Dogger: viewtopic.php?f=4&t=1616

But for this specific suggestion, I don't think we need further fishing ships suggestions as we have the dogger already suggested.

I'm not too worried about the skirmish on fishing, but having fishing immune to the plunderboard is a major no to this suggestion. Fleets no matter how they are set or being used for should not be immune from danger.
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Re: [Review] Fisheries- Alternative to new fishing vessels

Postby Most Lee Harmless » Mon Nov 19, 2018 8:29 pm

They are not immune : they spend so much time at sea that danger doesnt accumulate the same way it would for a trade fleet hitting a port every hour or so. Fishing fleets can and do get lit by every other means in the game. But how does that vary from the 2 hour or more trips done by TG fleets? Must finessing your crew to achieve 1hr plus runs also be counted as unfairly avoiding the plunder boards?
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Re: [Review] Fisheries- Alternative to new fishing vessels

Postby DezNutz » Mon Nov 19, 2018 8:31 pm

Danik wrote:They are not immune : they spend so much time at sea that danger doesnt accumulate the same way it would for a trade fleet hitting a port every hour or so. Fishing fleets can and do get lit by every other means in the game. But how does that vary from the 2 hour or more trips done by TG fleets? Must finessing your crew to achieve 1hr plus runs also be counted as unfairly avoiding the plunder boards?


This suggestion explicitly states that fishing fleets would be immune from danger and being on the plunder board.

HERE:

Sir Thalius Hayle wrote:I
Spoiler: show
n another post earlier today I made the suggestion to take fishing away from trade ships and introduce three new fishing vessels into the game.

In one of the responses it was mentioned that the idea for a fishing vessel had been introduced in the game in the past and had been shot down. It was also mentioned that introducing fishing in general to the game had come to be seen as a mistake that could not be easily reversed.

If that be the case, and the option of adding fishing vessels to the game is indeed dead in the water, then I have a second proposal to make.

It is, I warn you, a bit more complex and would potentially change certain aspects of current game play, but I humbly submit the idea non-the less.

Why am I taking the time to do this, some of you may ask?

Because fishing in Avenmora feels down-right UN-natural!

Merchant trade ships were never made for setting nets and hauling fish to market! If they could speak they would say it is well beneath their dignity to be used in such a manner... They were made for the high seas and and chasing the horizon- and whatever lay beyond!

Not fish!!! ^^

It cannot be denied that fishing is a significant part of Avenmora's culture, however.

The ideas I offer therefore are with the intention of making fishing more natural, and de-emphasizing the focus on it with regard to ships and merchant trade and such.

I offer for discussion the suggestion of adding Fisheries to the game.

Fisheries would be purchased at each port just like a warehouse is purchased, but at much higher initial cost.

The purpose of the fishery would be to provide food, which could be sold at the local port for cash or stored in the player's warehouse (assuming they owned one at that port).

If a player is responsible for providing food for plantation workers in the future, then building a fishery at the port where a plantation is owned may be one of the ways they can help keep their warehouse stocked.

A player would manage each of their fisheries in the following manner:

    -A level one fishery would have X slots for fishing boats.

    -Fishing boats of varying sizes and efficiencies could be purchased, but the larger the boat, the more number of slots it takes up at the fishery.

    -Leveling up the fishery increases the number of slots available for boats.

    -Boats that could be purchased would be such as in line with the ships I offered in the previous post, which can be read here: http://www.piratesglory.com/forums/view ... f=4&t=3766 Other ships could also be created to vary the options.

    -Ships for the fishery would be built through the shipwright at the port where the fishery is located, and then sent to the fishery to be put to work. Fishing vessels could not be placed into merchant fleets.


-No fishing vessels would show up on plunder screens, and only whalers would show up on skirmish screens as described at the link above.


Spoiler: show
--Leveling up a fishery would become expensive fairly quickly, so much so that large fisheries would be owned by only those who were willing to make a significant investment in them. Profits from smaller fisheries would be no where near to being on par with even one average trade route, but a player that invested in several fisheries and leveled them up several times should experience comfortable profits in the early game. I would envision that a player could become a fishing tycoon if they wanted to make that their main income, but it should take time and resources, and be something that only the most committed players could achieve.

--Food produced through fisheries could play a part in population growth dynamics. Excess food production at a port leads to lower food sale values, and an increase in population growth. Ports where famine is being experienced would place a much higher value on food, and it would be in the players interest to transport food from their warehouse stocks to the port in need. Fisheries at the port in famine would also experience a boom in profits.

In this scenario, food itself would no longer be sold at the three ports where it is currently offered. Food would become a common product at each port, just as gold is available at each port, and the production of food could be tied to port population growth dynamics. It would have higher value in some ports than in others, and players that want to trade in food resources would purchase food from one port where it is abundant, and sell at another port where there is need.

In place of food at the three ports where it is currently available, I would suggest coal be added as a new trade resource in the game. It could have particular value at the ports selling iron, as coal is a fuel would be consumed firing the furnaces that smelt the ore.

There is much more that could be offered, but this will do for now. If there is any interest in discussing the issue further, it has many possibilities.

I would like to see fishing put in its proper place though, one way or the other. It belongs in the world of Avenmora, but not in trade vessels on the high seas.

Unless its a whaler loaded down with ambergris... Those would be pirate gold. :chest :PP

Respectfully submitted...


~TH~
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Re: [Review] Fisheries- Alternative to new fishing vessels

Postby Most Lee Harmless » Mon Nov 19, 2018 8:39 pm

My apologies : I was refering to how fishing is now and should remain regarding danger, plunder, getting lit etc.
My suggestion was to restrict fishing to a new dedicated vessel type but retain the same framework as stands : with perhaps the 'inshore' limitation added.
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Re: [Review] Fisheries- Alternative to new fishing vessels

Postby DezNutz » Mon Nov 19, 2018 8:43 pm

Yes, I think we both may have been misinterpreting each other's posts. I think your suggestion is definitely a worthy point on implementing in a fishing update. Can you post it on the Fishing Tweak Suggestion, as I wouldn't want it lost with this suggestion topic.
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Re: [Review] Fisheries- Alternative to new fishing vessels

Postby Most Lee Harmless » Mon Nov 19, 2018 9:31 pm

I have added a general outline of my proposal to the Fishing Tweaks thread as suggested.
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