Temporary Att Allocation over 60

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

Re: Temporary Att Allocation over 60

Postby Dejanira » Fri Dec 21, 2018 7:06 am

Captain Jack wrote:Ok, 30HP does sound a lot though. We will do with 20HP per point and max 300HP (75 pointer or 15 unallocated points) aka out of this.

This will be triggered only when the ship has as trait reinforced hull or durable sails.

Even with this cap this still looks very munchkin.
-1 from me.
Stay tuned on Radio Image Bermuda!
.
Are you a new player? Contact me in game and I'll cast a helping voodoo. Consider this like a sort of "tutorial mission".
User avatar
Dejanira
 
Posts: 956
Joined: Sun Apr 05, 2015 12:17 pm

Re: Temporary Att Allocation over 60

Postby Dejanira » Fri Dec 21, 2018 7:11 am

Counter-suggestion, trying to mediate:

No trigger linked to traits, BUT 5 HP per unused ATT point, with a max of 5 HP (id est 25 HP). Less effective than Reinforced Hull, still more than zero. Still room for strategy not for a mere buying MC to "win the game".
Stay tuned on Radio Image Bermuda!
.
Are you a new player? Contact me in game and I'll cast a helping voodoo. Consider this like a sort of "tutorial mission".
User avatar
Dejanira
 
Posts: 956
Joined: Sun Apr 05, 2015 12:17 pm

Re: Temporary Att Allocation over 60

Postby Captain Jack » Fri Dec 21, 2018 9:46 am

Cutpurse wrote:do note stan, that the current suggestion only apply to ships that have one of 2 traits, out of possible 9. and on many cases, these are not the best traits for any ship to increase pvp effectiveness. and since were talking about 60+ point ships, these might only be actually seen used by ships with 2 traits, and the other trait being leviathan defense :)


I side with Cutpurse here.

After looking the full set of attributes, reinforced hull and durable sails do seem a bit weak and probably the weakest for combat. So we can either buff them a little more or combo them with extra attributes or both. In terms of buff, we could explore a flat increase as well, in addition to a percentage increase.

Another point raised is in regards to MC. I think that this point is not backed up. For instance, points are not given only by MC, some players have found more ways to gain attribute points than just using MCs. Not to mention the extra points from extra level. I have seen a handful doing this already and this is one of the reasons you see plenty of high level ships around. There is also an extra reason though and it has to do with normal flows of battle. Surely, you must have ended up with a ship with 37 or 35 point after multiple battles. Similarly, ships may end with 48 or 50 attributes, without the usage of a single MC. MC is a good card and an expensive one. Still, you can get it for nothing through a present. Duplicate also works.

There is more though: If we assume that the average ship ends up with 42-45 attributes, then you need 15 + 15 = 30 extra points to reach 75. That's 30 MCs. MC costs 20 credits. So, we are looking at an extra 600 credits. IF SOMEONE wants to give this amount of credits for a super ship, so be it. It's not something that breaks the game. Simply use 1 damage card and you just countered it.

Am I wrong?
User avatar
Captain Jack
Project Coordinator
 
Posts: 4042
Joined: Tue Feb 08, 2011 1:12 am
Location: Pania

Re: Temporary Att Allocation over 60

Postby Anne_bonny » Fri Dec 21, 2018 3:00 pm

If a ship had both traits would it receive twice the bonus?
User avatar
Anne_bonny
 
Posts: 80
Joined: Tue Nov 28, 2017 11:11 pm

Re: Temporary Att Allocation over 60

Postby Captain Jack » Fri Dec 21, 2018 3:45 pm

No. Just once. It should simply unlock this. Feel free to propose your functionality as we do not have something final at hands, we are discussing around it.
User avatar
Captain Jack
Project Coordinator
 
Posts: 4042
Joined: Tue Feb 08, 2011 1:12 am
Location: Pania

Re: Temporary Att Allocation over 60

Postby Captain Jack » Fri Dec 21, 2018 3:53 pm

To have a base point, here are the final HP of a SoL Level 10:

Base HP: 1,350
With Reinforced Hulls: 1,500
With Durable Sails: 1,463
With both: 1,613

I can think of a few cases where these traits could play a better role than traits such as Fire Assault and Extra Cannons, which also affect round to round battle capability of a ship.

This is what we need to answer first, judge them against these traits, see how better or worse they fare and then decide if extra HP should be trait specific.

Extra HP for all ships is an easier avenue but the question above still needs to be answered as the number of extra HP is still in question.

I am moving this to General Discussion to reflect it's current status.
User avatar
Captain Jack
Project Coordinator
 
Posts: 4042
Joined: Tue Feb 08, 2011 1:12 am
Location: Pania

Previous

Return to General Discussion

cron