Dev Team - Flagships

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Re: Dev Team - Flagships

Postby Dmanwuzhere » Tue Feb 12, 2019 11:49 pm

dez i dont disagree that compromises need to be made however when it comes to mechanics or math being argued against with rhetoric that says yeah you may be right but this is how i want it so heck with it making sense or working any way other than i and my influences want it.

if a mechanic or ideal doesnt fit due to it being ones sided you cant try to shame that away, i will be the loud multiple poster and return the attitude given as if multiple posts takes away from an argument.

when you ask for feedback but dont like the feedback you get then there needs to be a serious undertaking of analyzing what is being criticized if you meet criticism with things like if you disagree you are a trader or you cant get everything your way or this sounds like crying they got more than me then you set the tone for a hard headed discussion.

for me to even come at the player base with such a lopsided ship intended for pirates suddenly becoming a billion dollar boat for traders long term i would expect an uproar

i am hard headed vocal and dont care to meet anyone on the grounds they choose or it can be a discussion but either way sensibilities and honest evaluation is needed to make it work to pretend otherwise will keep the discussion where it currently sits and i am fine either way but i will voice my thoughts the entire time because it is forums and i have as much right to posting here as anyone else

by the way dez you have posted a lot so i may need to discount your opinion lol jk :D
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Re: Dev Team - Flagships

Postby sXs » Tue Feb 12, 2019 11:58 pm

Let’s pause for 24-48 hours. There is some common ground in this we can build on.

The experience base is probably where we can all agree. That is a great place to start. It is a system that requires a flagship to be used in order to be upgraded.

I think that one idea incorporates quite a few past suggestions and has wide support.
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Re: Dev Team - Flagships

Postby sXs » Wed Feb 13, 2019 5:33 am

I went back and re-read all the posts on flagships I could find. This is a conglomeration of the most popular ideas. I added a few things to help merge competing ideas while trying to stay true to the original intent.

Now from my point of view we need a proposal that will actually be used. I do not want to see Flagships relegated to fate of Man-O-Wars. So, Flagships can only be docked once every 30 days and for no more than 7 days. Allows for those that take a break from the game. Also, I would suggest some sort of vacation mode that would allow this to be extended but would require a credit investment. Say 100 credit for every additional 7-day period.

Now here are a few key points

#1 Flagships originally were to be pirate only, but like every card, every tactic, and gameplay style, there needs to be a counter. Flagships themselves can not dictate victory in battle. Because of this, the point value based on experience seems to be the fairest way to go.
EXP for Battles won by Flagship’s Fleet: (This is the same as Hawks post.)
• Flagship v. Flagship win 30XP Loss 5XP(Pirate v. Pirate)
• Flagship v. Player fleet win 10XP loss 1XP
• Flagship v. NPC win 1XP loss 0
Experience point system(in process) will be very similar to the on laid out by Hawk.

Here is where the differences start.

#2 Flagship of Pirates

• Flagship v. Flagship win: danger accrued is 0 to the attacker (dead men tell no tales) Winner gets normal plunder plus GC equal to the value of the lowest ship in the fleet.
• Flagship v. Flagship loss: danger accrued is 24 pts by the attacker. (GB loss see below)
• Flagship v. Trade fleet(no escort) win: accrues normal danger (Letter of Marque point- more on this later)(Bounty Hunter point)Win gets normal plunder
• Flagship v. Trade fleet(no escort) Loss: Normal danger (bounty hunter points X1.5)(GB loss see below)
• Flagship v. War fleet or escorted trade fleet win: normal danger (Bounty Hunter pointX2) Normal plunder + 1/v value of lowest ranked ship.

All of the above apply equally to PvP plunder battles and skirmishes when Flagship fleet is used.

Bounty Hunter points

This is to counter some concerns of a Pirate Flagship being the most powerful ship on the seas. Any “Bounty Hunter” scenario listed above automatically places a bounty on the flagship fleet of the Pirate. Bounty = 10,000gc per point (paid by game) earned by the pirate fleet. It will be a plunder win bounty (maxed at 1 million per win) for the Flagship fleet only. This is designed to bring the “Pirate hunter” aspect into the game.

Letter of Marque

When a pirate Flagship fleet attacks a trade fleet of any player flying a National flag. He acquires “Letter of Marque” points with the nation of the fleet he attacks. This is separate from the bounty point system. If a pirate that acquires more than 50 LoM points with a single nation, the nation itself may issue a Letter of Marque is similar to the bounty board. This will require a vote by the nation. 24hr voting period with standard voting rules.
Types of Letter of Marque

1. Flagship plunder LoM-Prize for collection part of the voting process. Max of 10 mill per LoM
2. Normal Plunder LoM- max of 1 mill per plunder win of any fleet owned by target. Total max of 25 million per LoM
3. Voodoo LoM- Same mechanic as bounty voodoo. Unlimited in scope

Pirate Flagship attributes. These apply only to those flying a Black Flag. If they change the flag, they lose the benefits. None of these are part of the experience-based system

1. Flagship fleet may only have 3 ships.
2. Flagship any ship except MoW or Sotl. This important for several reasons.
a. Flagships can not be invincible. Max flagship with max experience upgrade should be equal too, or only slightly stronger than a max MoW.
The difference should be strategy and boosts below.
b. These 2 points will help to bring out more bigger ships. MoW and Sotl will be needed, and should be needed to beat a flagship, along with
strategy.
c. A 3 ship Flagship fleet will be tough to beat but should be possible with a heavy war fleet. Flagship fleets have options to escape. (see #5)
3. Flagship fleet +20% speed based on the slowest ship in the fleet.
4. Ironside. Pirate Flagship receives 10% less damage during battle. Similar to hull protection attribute.
5. Hide-and-seek 1 flying dutchman opportunity per 48 hour. Requires no card but instantly travels to any port chosen on the map. Use costs 20
Gold Bars. Bars must be carried by Flagship.(separate from normal cargo hold space.) If flagship fleet loses a battle, Gold Bars are plundered by
the victor.

Experience point bonuses (from Hawks OP)

1. Battle Tactics - Plus X% defense bonus for flagship
2. Rum - Rum on board is consumed at 1 crate per hour. While there is rum stocked on your flagship, your flagship fleet travels X% faster when
sailing to any port.
3. Voodoo Specialist - X% Chance to block voodoo. (That target the flagship only.)
4. Survivor - After losing a battle, X% chance to escape without paying ransom.

** Pirates will be more powerful, but this would also make them more hunted and more of a target. **
This would serve both sides. Pirates get a more powerful ship based on experience earned. It also brings in a Letter of Marque system that has been proposed several times. And finally brings in a balanced risk reward system for pirates while keeping similar to JessiacaA original proposal.

If this is adopted in part or all, I have “pirate hunter” ideas started.
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Re: Dev Team - Flagships

Postby Banger » Wed Feb 13, 2019 5:41 am

When are we going to rebrand as Traders Glory? This game seeks to hamstring pirates at every turn. Perhaps it's because the big traders are paying the bills...
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Re: Dev Team - Flagships

Postby Dejanira » Wed Feb 13, 2019 12:52 pm

Whiners Glory maybe?
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Re: Dev Team - Flagships

Postby Dmanwuzhere » Wed Feb 13, 2019 12:54 pm

thats a cornerstone to work with imo feniks
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Re: Dev Team - Flagships

Postby Grimrock Litless » Wed Feb 13, 2019 1:20 pm

What a mess, dont know why you guys are making flagship a lot more complecated then it needs to, its like everyone's idea even if its crap, is all clump up together to try to sell their idea and have it accepted.
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Re: Dev Team - Flagships

Postby Dmanwuzhere » Wed Feb 13, 2019 1:38 pm

how uncomplicated can you make it grimrock im interested in this simple flag you speak of :D
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Re: Dev Team - Flagships

Postby sXs » Wed Feb 13, 2019 1:46 pm

Grimrock Litless wrote:What a mess, dont know why you guys are making flagship a lot more complecated then it needs to, its like everyone's idea even if its crap, is all clump up together to try to sell their idea and have it accepted.



By all means, feel free to try and make it more simple while taking into consideration some the concerns voiced here and also making it a workable mechanic that will improve the game.
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Re: Dev Team - Flagships

Postby PFH » Wed Feb 13, 2019 3:30 pm

I say the pirate version of the flagship should be the strongest flagship possible, and the only counter is another pirates flagship and pirate hunter flagship. A traders flagship should never be able to beat a pirates flagship. A flagship should be able to only have perks for the desired paths the player wishes to take, and not be able to combine two paths or all of them. A trader flagship for example, will never counter a pirate flagship. However, a pirate hunter flagship can counter the pirate flagship. A privateer flagship can be countered by itself and a trader flagship depending on the stats and experience. A fishing flagship being naturally and statistically countered by pirate flagship and privateer flagship.

The privateer and pirate flagship going at it is even odds and all depends on the captain of the ship. Same goes for tactics and strength of the ship.

A trader flagship will give trader bonuses, privateer more naval abilities for combatting trader and pirate flagships, a pirate hunter to completely dessimate the pirate flagship but still have issues against privateer flagships. Pirates and nobleman fight different naturally and historically. This should be taken to account as the path changes fighting style.

Just my two cents for this.
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