Dev Team - Flagships

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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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Re: Dev Team - Flagships

Postby Sir Henry Morgan » Fri Feb 15, 2019 6:08 pm

Aye - we do need to start somewhere. I am just wondering if flagship is the place to start. We have ample warships in marinas that are waiting for a reason to fight.
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Re: Dev Team - Flagships

Postby sXs » Fri Feb 15, 2019 6:32 pm

Sir Henry Morgan wrote:Aye - we do need to start somewhere. I am just wondering if flagship is the place to start. We have ample warships in marinas that are waiting for a reason to fight.


I am working on something that involves ship based port control similar to our brief discussion a few months ago. Maybe add a flagship requirement to join a national action similar to what CJ had suggested for blockades requiring a man of war to initiate.
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Re: Dev Team - Flagships

Postby sXs » Fri Feb 15, 2019 6:41 pm

Here is the one issue I have though. Motivating a trader to fight is nearly impossible. They will throw around voodoo in retaliation but rarely willing to risk anything more than low level trade ships and tails. As the game is structured now, I doubt any upgrade will change that.

As you said they are more willing to pay to just let things go because they can simply make it up in a few days, while putting warships at risk in a battle could cost much much more.

I still have no clue how to change that.
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Re: Dev Team - Flagships

Postby Stan Rogers » Fri Feb 15, 2019 6:47 pm

Sir Henry Morgan wrote:Aye - we do need to start somewhere. I am just wondering if flagship is the place to start. We have ample warships in marinas that are waiting for a reason to fight.


As mentioned earlier, I'll concur with Henry's and Shadow's diagnosis that perhaps this feature should get more traction after we develop more conflict arena's that need ships to do the fighting.
Right now, wars are a silly exercise of buying turns and voodoo and has very little dependency on ships other than they are chattels and assets to steal or sink.
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Re: Dev Team - Flagships

Postby sXs » Fri Feb 15, 2019 6:54 pm

Stan, if flagships came out as posted in either suggestion, would you build one? Serious question.

Sir Henry.... same question.
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Re: Dev Team - Flagships

Postby Stan Rogers » Fri Feb 15, 2019 6:54 pm

Feniks wrote:Here is the one issue I have though. Motivating a trader to fight is nearly impossible. They will throw around voodoo in retaliation but rarely willing to risk anything more than low level trade ships and tails. As the game is structured now, I doubt any upgrade will change that.

As you said they are more willing to pay to just let things go because they can simply make it up in a few days, while putting warships at risk in a battle could cost much much more.

I still have no clue how to change that.


If a trader was to lose his way of earning 4,5-10 M per day because he cannot trade in his prized/favorite port, it would not take too many days of loss for a trader to pull out warships to clear the 'blockage'

My personal take is I would rather lose a 25M gc ship to battle with another ship than see it sunk from voodoo. I would rather put my ships to battle than cast a couple cards. I might be more expensive or maybe not but at least I can enjoy the action created, read the battle report and try to discern what went wrong and then make adjustments to my ship... not visit the voodoo market to restock.
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Re: Dev Team - Flagships

Postby Stan Rogers » Fri Feb 15, 2019 7:04 pm

Feniks wrote:Stan, if flagships came out as posted in either suggestion, would you build one? Serious question.

Sir Henry.... same question.


In all honesty, I am not sure . If I were a pirate and could outfit a frig with extra cannons and bring it up to Lrg frig or better standards through various improvements... maybe.

As a trader or privateer, not likely. Currently, as a trader, I don't need one and to tie it into plantations I think is just weird. As a Privateer, I'm going to use well built warships to hunt with.
I guess, the Flagship as currently proposed, I would be NAAFAI (no ambition and fook all interest) towards building one.
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Re: Dev Team - Flagships

Postby Sir Henry Morgan » Fri Feb 15, 2019 7:13 pm

Feniks, I doubt it. It amounts to a glorified MoW -
a bigger more powerful ship.

The strategies would all remain the same. Those using Scorpion battle fleet setups will be changing over to flagship fleets, and traders doing the same as they do now.
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Re: Dev Team - Flagships

Postby sXs » Fri Feb 15, 2019 7:21 pm

Thank you. That is what I thought.
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