Ship Traits Version 0.1

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Re: Ship Traits Version 0.1

Postby Kangaroo » Sat Dec 01, 2018 12:45 pm

I don't understand the point of a level 11 ship if the points can't be assigned past 60?
Some people are like Slinkies, totally useless but great fun to watch when you push them down the stairs
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Re: Ship Traits Version 0.1

Postby Captain Jack » Sat Dec 01, 2018 1:34 pm

Level also affects Hit Points and maximum damage. Plus harder to sink. Plus 3-5 points, even if you already have 60 or more points which can be useful at a level loss.

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Re: Ship Traits Version 0.1

Postby Kangaroo » Sat Dec 01, 2018 11:43 pm

Captain Jack wrote:Level also affects Hit Points and maximum damage. Plus harder to sink. Plus 3-5 points, even if you already have 60 or more points which can be useful at a level loss.

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Got it, thanks
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Re: Ship Traits Version 0.1

Postby Captain Jack » Wed Dec 05, 2018 12:43 pm

Crew Loyalty Trait will be activated today. We speak of a very complex and in-depth trait and I will try to cover all its functionality below:

-When is it activated?
When the ship has at least 15 crew members AND one of the following takes place:

-The ship is commandeered
-The ship is sunk during battle or with Call Leviathan
-The ship is stolen

Then the Crew Loyalty is activated for the specific ship for a period of 72 hours!
They declare the player who just lost the ship as their rightful captain.

-What activation means?

During the activation time, the ship is bound to the following special PROTECTION rules:
-The ship screen (Captain's Quarters) mention the rightful captain's name.
-The crew cannot be fired.
-The ship cannot be sold to any market.
-The ship cannot be placed into a private marina.
-The ship can only be commandeered by their rightful captain [(normal commandeer rules apply - ie, ship must be outside the fleet).
-If the ship is sunk (during battle or call leviathan), the crew sends a message to their rightful captain informing them of the shipwreck location.
-If the ship is retrieved from the sea floor by another player, the crew informs the rightful captain of the new owner.
-While the ship is at sea bottom, it has no crew members. However, if it is found by anyone while the crew loyalty protection is active, it is restored with 15 crew members.
-If the ship is plundered during battle, the crew informs the rightful captain of the new owner.
-If the ship finds itself in battle against their rightful captain, the crew refuses to fight. As a result, the ship does not fire at all.


-When protection ends?

Protection only ends after either the rightful captain reclaims the ship OR after 72hours pass. If 72 hours pass, then the current owner becomes their rightful captain.
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Re: Ship Traits Version 0.1

Postby Admiral Nelson » Wed Dec 05, 2018 1:45 pm

Hmmm.... Thinking of a Ship Trait.

Since we have Call Levithan immunity, I am thinking:

Could there be a trait that makes the ship immune to Sabotage?

Am, aware that Call Levithan immunity only works at level 1, but the ship can still lose attributs through level loss (Which may be more common now)
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Re: Ship Traits Version 0.1

Postby Cutpurse » Wed Dec 05, 2018 9:47 pm

sabotage immunity/resistance sounds more like flagship trait. on 99% of ships it would be considered negative trait, as it would occupy slot for something that might actually be useful
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Re: Ship Traits Version 0.1

Postby Captain Jack » Wed Dec 05, 2018 10:04 pm

Loyal Crew has been activated after extensive testing. It was a tiresome procedure to implement this trait as it involved dozens of files to ensure meaningful functionality.

It must be considered CERTAIN that this trait will have further uses in the future, especially when crew experience comes into play (perhaps a bonus to experience earned, we will see).


Leviathan Assault and Fire Assault remain to be activated from the initial list. I had a discussion with the player dev team and it seems that some adjustments might be needed from the initial design. I have ALREADY EDITED the first post to reflect that discussion. We will not be communicating these - we will resolve on our own. to save time. If any player dev team or anyone else wants to have a say, simply post here:

A single post, with how exact functionality should be.
OR
A single post where you list must-include and/or must-not-include

1 day will be given for this procedure. This means that Friday we will take final decisions and begin implementation as these traits are not yet coded. At all cases, it should not take more than a few days to code and implement their final version.
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Re: Ship Traits Version 0.1

Postby Admiral Nelson » Wed Dec 05, 2018 10:14 pm

Nice... Now a question...

-While the ship is at sea bottom, it has no crew members. However, if it is found by anyone while the crew loyalty protection is active, it is restored with 15 crew members.

Where do these crew actually go whilst the ship is sunk? Does the ship have water-proof/air-tight rooms? Are they wearing scuba gear? Details!
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Re: Ship Traits Version 0.1

Postby Captain Jack » Wed Dec 05, 2018 10:19 pm

They are the members of the original crew that were lurking at islands nearby, waiting for the salvation. After all, salvation noways is a matter of...hours.

Or, at the rest of the cases, you can tell that the one doing the shipwreck hunt, simply bring some extra men to sail the newfound salvaged ships ashore. Let your imagination work.

There can be lots of logical scenarios after all. If not, just use voodoo.
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Re: Ship Traits Version 0.1

Postby Admiral Nelson » Wed Dec 05, 2018 10:22 pm

Captain Jack wrote:They are the members of the original crew that were lurking at islands nearby, waiting for the salvation. After all, salvation noways is a matter of...hours.

Or, at the rest of the cases, you can tell that the one doing the shipwreck hunt, simply bring some extra men to sail the newfound salvaged ships ashore. Let your imagination work.

There can be lots of logical scenarios after all. If not, just use voodoo.


Phew! Thought you was going to bring mermaids to PG! :D
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