Dev Team - Flagships

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Re: Dev Team - Flagships

Postby sXs » Thu Feb 14, 2019 4:37 pm

Magnus the red wrote:+1 I like Feniks' suggestions they are well thought out and fair and I like Banger's point about why do Merchants need flagships anyway

Historically dez is right. All fleets irl have a flagship. Flagship got its name simply because it was the ship in the fleet or armada that carried the flag. Usually the most powerful, best equipped shop.

Original flagship proposal in pirates glory was a pirate based idea.

Now to dez point.

#1 flagship for all is reasonable with the following caveat. Upgrades should match chosen game path. If you do not fly the black, you do not get the pirate buffs. Also, in the name of compromise, if flagship for then any and all benefits should be seafaring based.

#2 I actually see an advantage to flagship for all. The privateer in me says sailing around the seas of avonmora with Phoeniknights or Sir Henry’s flagship leading one of my fleets is actually an appealing idea. More so than any fame attributes.(yes that is ego speaking)
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Re: Dev Team - Flagships

Postby Dmanwuzhere » Thu Feb 14, 2019 4:52 pm

the idea that the discussions being had concerning these proposals are in inboxes instead of here for all to participate in and see does not increase my faith in a dev team
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Re: Dev Team - Flagships

Postby sXs » Thu Feb 14, 2019 4:57 pm

Dmanwuzhere wrote:the idea that the discussions being had concerning these proposals are in inboxes instead of here for all to participate in and see does not increase my faith in a dev team


Your missing one piece of the puzzle damn.
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Re: Dev Team - Flagships

Postby Snowy McScruff » Fri Feb 15, 2019 8:30 am

I prefer flagships being for everyone however flagships should be mostly combat focused. What else is a flagship used for?

I find the idea of flagships giving a small gold boost to port they are trading in nice but it should be small. Flagships in reality have no real economic benefit besides wow factor or intimidation.

I suggest if it happens the boost should be exponentially smaller each level,
1st level +1% extra gold
2nd level +0.5% extra gold
3rd level +0.25% extra gold
or even smaller.

To encourage more battles you could trigger it on battles.
+0.1% extra gold per battle the flagship has been in the last day. (max of 1.5%)


Alongside that to address lack of pirates
Pirating should not be easier however perhaps trading could become harder in future features.
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Re: Dev Team - Flagships

Postby Kangaroo » Fri Feb 15, 2019 11:33 am

Someone needs to to detail between a proposed flagship and a MOW
Surely the Man O War is the flagship?
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Re: Dev Team - Flagships

Postby Mack » Fri Feb 15, 2019 12:47 pm

i kind of agree with the mow flag ship what the hell else is it used for other than hey look what i got.. see you only get one which is what we want as a flagship already its bad ass which is also what we want its idolised which is also what we want.. for those with multiples only one can be a flagship..

i sold mine already and dont care if i get it back for this, as far as i can see thats the only issue with using a mow because everything else about using a mow makes sense
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Re: Dev Team - Flagships

Postby sXs » Fri Feb 15, 2019 3:06 pm

Historically, pirate flagships were actually smaller, and faster than armada ships.

Queen Anne’s revenge sailed by Edward Teach was a converted slave trader. It originally had just 14 guns but was retro fit with an additional 26.

The Royal Fortunes sailed by Bartholomew Roberts was a French Bigamtine. Later he captured a frigate and renamed it Good Fortunes. Outfitted with 26 cannons

The Whydah was Captured by “Black Sam” Bellamy. Also a converted slave trader

The Adventure Galley of wWilliam Kid was a smaller hybrid sailer/warship outfitted with 34 guns.

Yes the Naval Flagship tended to be the largest most powerful, but the pirate flagships were stripped down for speed and maneuverability.
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Re: Dev Team - Flagships

Postby Sir Henry Morgan » Fri Feb 15, 2019 4:57 pm

I have read this entire thread - the idea is to increase PvP naval battles, which I fully support and agree; however, to think a flagship is going to do this alone I believe impossible.

I also see an attempt to make a one-size-fits-all type ship. As noted, the naval flagship functions totally differently for pirating or/privateering flag ship versus a merchant or nobleman's flag ship.

The flagship should be designed to enhance the play style of the player. Right now, we see pirates skirmishing with a Scorpion fleet - 2-3 large warships with cutter rear guards.

It makes no sense for a trader to put an escort on a trade fleet - all that does is raise the value of his fleets, and risk losing them in a Plunder raid - he might get a good hit in, but he's not going to win. Better to just sail decent or cheap trade ships, pay ship taxes and let the nation pay the skirmish insurance. If raided, just use voodoo to retaliate rather than a prized warship fleet.

That's where we are at - the one with the biggest ships and warchest win on the naval front. To encourage naval combat, there needs to be value and prizes gained that can be done in no other means, or more weight is given for naval activity - trade or battle - happy mistresses and nation titles do more for fame than naval activity. Voodoo and gold coin control influence, but voodoo dwarfs population control vs transporting immigrants. Naval activity for enhancing position is much weaker than voodoo.

That said, the flagship should enhance a player's mission and purpose. The flagship of a pirate or privateer should increase the fear in the hearts of their adversary, a plantation owner or trader who's flag ship show up in port should strike fear in the overseers a d merchants to do a better job and impress the owner. A king or Duke in port should influence activities - more tax payers, a few more skirmish escapes as fleet admirals don't attack as assuredly as when the Duke or King of the nation's port is present - you get the idea.

Could one's flagship bring one's naval power more in to line with voodoo power, perhaps reducing the need for voodoo and decreasing the power of voodoo? That would make it worth of a coin and credit sinker....

These are my thoughts on the subject - a flagship is is not the answer for PvP, perhaps a piece of the overall scheme. There has to be value worth fighting for- risking a high value ship for, with a fighting chance the naval activity has value equal to the power of voodoo.
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Re: Dev Team - Flagships

Postby Magnus the red » Fri Feb 15, 2019 5:05 pm

Sir Henry Morgan wrote:I have read this entire thread - the idea is to increase PvP naval battles, which I fully support and agree; however, to think a flagship is going to do this alone I believe impossible.

I also see an attempt to make a one-size-fits-all type ship. As noted, the naval flagship functions totally differently for pirating or/privateering flag ship versus a merchant or nobleman's flag ship.

The flagship should be designed to enhance the play style of the player. Right now, we see pirates skirmishing with a Scorpion fleet - 2-3 large warships with cutter rear guards.

It makes no sense for a trader to put an escort on a trade fleet - all that does is raise the value of his fleets, and risk losing them in a Plunder raid - he might get a good hit in, but he's not going to win. Better to just sail decent or cheap trade ships, pay ship taxes and let the nation pay the skirmish insurance. If raided, just use voodoo to retaliate rather than a prized warship fleet.

That's where we are at - the one with the biggest ships and warchest win on the naval front. To encourage naval combat, there needs to be value and prizes gained that can be done in no other means, or more weight is given for naval activity - trade or battle - happy mistresses and nation titles do more for fame than naval activity. Voodoo and gold coin control influence, but voodoo dwarfs population control vs transporting immigrants. Naval activity for enhancing position is much weaker than voodoo.

That said, the flagship should enhance a player's mission and purpose. The flagship of a pirate or privateer should increase the fear in the hearts of their adversary, a plantation owner or trader who's flag ship show up in port should strike fear in the overseers a d merchants to do a better job and impress the owner. A king or Duke in port should influence activities - more tax payers, a few more skirmish escapes as fleet admirals don't attack as assuredly as when the Duke or King of the nation's port is present - you get the idea.

Could one's flagship bring one's naval power more in to line with voodoo power, perhaps reducing the need for voodoo and decreasing the power of voodoo? That would make it worth of a coin and credit sinker....

These are my thoughts on the subject - a flagship is is not the answer for PvP, perhaps a piece of the overall scheme. There has to be value worth fighting for- risking a high value ship for, with a fighting chance the naval activity has value equal to the power of voodoo.


+1 best suggestion thus far
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Re: Dev Team - Flagships

Postby sXs » Fri Feb 15, 2019 5:29 pm

Magnus the red wrote:
Sir Henry Morgan wrote:I have read this entire thread - the idea is to increase PvP naval battles, which I fully support and agree; however, to think a flagship is going to do this alone I believe impossible.

I also see an attempt to make a one-size-fits-all type ship. As noted, the naval flagship functions totally differently for pirating or/privateering flag ship versus a merchant or nobleman's flag ship.

The flagship should be designed to enhance the play style of the player. Right now, we see pirates skirmishing with a Scorpion fleet - 2-3 large warships with cutter rear guards.

It makes no sense for a trader to put an escort on a trade fleet - all that does is raise the value of his fleets, and risk losing them in a Plunder raid - he might get a good hit in, but he's not going to win. Better to just sail decent or cheap trade ships, pay ship taxes and let the nation pay the skirmish insurance. If raided, just use voodoo to retaliate rather than a prized warship fleet.

That's where we are at - the one with the biggest ships and warchest win on the naval front. To encourage naval combat, there needs to be value and prizes gained that can be done in no other means, or more weight is given for naval activity - trade or battle - happy mistresses and nation titles do more for fame than naval activity. Voodoo and gold coin control influence, but voodoo dwarfs population control vs transporting immigrants. Naval activity for enhancing position is much weaker than voodoo.

That said, the flagship should enhance a player's mission and purpose. The flagship of a pirate or privateer should increase the fear in the hearts of their adversary, a plantation owner or trader who's flag ship show up in port should strike fear in the overseers a d merchants to do a better job and impress the owner. A king or Duke in port should influence activities - more tax payers, a few more skirmish escapes as fleet admirals don't attack as assuredly as when the Duke or King of the nation's port is present - you get the idea.

Could one's flagship bring one's naval power more in to line with voodoo power, perhaps reducing the need for voodoo and decreasing the power of voodoo? That would make it worth of a coin and credit sinker....

These are my thoughts on the subject - a flagship is is not the answer for PvP, perhaps a piece of the overall scheme. There has to be value worth fighting for- risking a high value ship for, with a fighting chance the naval activity has value equal to the power of voodoo.


+1 best suggestion thus far


Great. I agree. But how do we put that into practice. As written Hawks suggestion requires your flagship to be used to be upgraded. All upgrade are based on the “experience” earned by the flagship through use. That alone will increase PvP activity, although it will be a temporary increase.

How do we get a “value added” approach as you suggest? Do we need to rethink all voodoo cards? Are they too powerful? How do we incorporate nation activity into this? Last 2 conflicts I have been in were 99% voodoo based conflicts, how do we change that? 95% of nation activity is voodoo based. How do we change that?

Flagship is not a be all end all to the problem, but we need to start somewhere. Basing ship upgrades on experience/ use is a starting point. I agree with 100% of what you said, but it adds more questions than answers.
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