Feniks wrote:Noffin wrote:DezNutz wrote:Ship Trait Bonus (Increases Chance for a second trait) (Flagship would need to be in the port ship is built)
Plantation Bonus ( Increases Production or Acts as a Guard House or Shortens improvement Time) (FS would need to be in plantation port)
Trade Route Bonus (+1 gc on resources sold at port by trade routes) (FS would have to be in the port)
I understand trying to give traders a bonus with a flagship but this really should not be how its done. Flagship sitting in a port just to get a bonus really does not make any sense. Why build a ship if you are forced to just park it? This is still why I think techs would be the better way to go especially since we have an abundance of gold bars in all the ports. The buffs or traits of the flagship should follow itself around and not be tied down to a port otherwise why not just build statues if you want something in a port.
Also some of the abilities do not apply if pirates use a MoW or Sotl for flagship..... but everyone else can use whatever they want.
The abilities that I listed have nothing to do with the Bonuses and limitations presented in the OP. I disagree on those and provided my own. I don't think there should be any limitation on the ship selected and what bonuses apply.
Feniks wrote:So do pirates. They have to earn the experience. Once earned compare the two on equal basis if both have earned the boosts. Plantation owner gets it continuously simply by parking it. Pirate is required to actually use his flagship to continuously get the benefit.
Need to compare equal experience to equal experience all the way. Trader comes out way ahead with a lot less risk.
Arbitrary number. Say plantation perk is 10% once earned. That equates to 500k to 1 mill a day in Grimlocks gigantic plantation. All he needs to do is park it and make sure he has it protected. What would a pirate need to do on daily basis with his flagship to earn an additional 500kvto 1 mill. How much danger does he accrue daily to get same monetary benefit?
Tiered Bonus. It isn't a hard concept to grasp. It's isn't a one and done. I also provided a few different options to what the plantation bonus could be, including acting as a bonus to the guard house.
Noffin wrote:DezNutz wrote:
To conduct battle you have to sit parked in a port. You can't battle while traveling. And the buff moves with the ship. You move it away from the port, the bonus stops working for that port plantation. If you are in a port that doesn't have a plantation and you have the bonus, you gain nothing.
The point is you are forcing someone to park it in a specific port if they want the bonus. It would be no different than if you boosted bonuses for pirates but then said they will only work in your home port. Many have multiple plantations and this is why I do not think this is a benefit, if anything it would just make me downsize and just focus on one plantation.
Flagship bonuses are primarily battle oriented. The non-battle related bonuses I provided are meant to be limited. It gives an option to players that don't conduct many battles but still want benefits from a flagship. Flagships bonuses need to be diverse. If you limit what they do, then they will all be the same and pointless. That's why tiered bonuses and bonuses that cover different game areas are needed.