Dev Team - Flagships

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Re: Dev team - Flagships II

Postby Lefty » Sat Feb 16, 2019 4:47 pm

If this is going to happen we need positive and constructive input. Here is some from me.

This right here is my favorite.
"Survivor - After losing a battle, X% chance to escape without paying ransom."
Flying the Black Flag deserves this. Also it should be tied into XP and increase differently than other traits..


Other thought so far:

"EXP:

Each battle, your ship gets EXP and can level up, like any simple RPG game. Each level, a point can be attributed to upgrade a bonus. The EXP needed for each level would increase. EXP is only gained while a flagship is sailing under the Pirate Flag.

EXP for Battles won by Flagship's fleet:

⦁ Versus another Flagship fleet, Win: 30XP Loss: 5XP
⦁ Versus any Player fleet - Win 10XP Loss: 1XP
⦁ Versus any NPC fleet - Win 1XP Loss: 0XP"

A: I think skirmish needs to gain XP. It is a PvP action and should be included.

B: XP gained in all categories should be much lower, in my opinion. But numbers can be worked out later.
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Re: Dev team - Flagships II

Postby DezNutz » Sat Feb 16, 2019 4:59 pm

Yes, Skirmish should garner experience.


Skirmish should be 15 xp if you successfully skirmish another flagship fleet and 5xp for any other.


Key point to take notice of is that each level requires more experience than the previous level. So if Experience Level 1 requires say 1000 experience, Level 2 could require 1250 or 1500 experience. The more you level up the more experience you need for the next level.
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Re: Dev Team - Flagships

Postby DezNutz » Sat Feb 16, 2019 5:52 pm

Topics have been merged.
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Re: Dev Team - Flagships

Postby Hawk » Sun Feb 17, 2019 8:13 pm

Updated original post.
"Have at it gentlemen"
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Re: Dev Team - Flagships

Postby Noffin » Sun Feb 17, 2019 8:33 pm

Hawk wrote:Abilities/Bonuses:

Overseer - Plantations production bonus, 0.5% per level. Affects the port Flagship is currently at. (Possible guardhouse tie-in/alternative)
"Your presence insures more productive work at your plantation."




No bonuses for Goldsmith or Shipwrights? They can see the Flagship in port too.
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Re: Dev Team - Flagships

Postby Dmanwuzhere » Sun Feb 17, 2019 8:38 pm

are all traders running plantations?
so why is it that plantations keep being added?
as long as plantations are added i will see it as garbage it is catering to the people who apparently are directing this from their inbox and not on this post.




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Re: Dev Team - Flagships

Postby DezNutz » Sun Feb 17, 2019 8:48 pm

Dmanwuzhere wrote:are all traders running plantations?
so why is it that plantations keep being added?
as long as plantations are added i will see it as garbage it is catering to the people who apparently are directing this from their inbox and not on this post.




-1



You could offer an ability that could be added for traders.

Or do you just want flagships to be a pirate/privateer only benefit?
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Re: Dev Team - Flagships

Postby Dmanwuzhere » Sun Feb 17, 2019 8:53 pm

DezNutz wrote:
Dmanwuzhere wrote:are all traders running plantations?
so why is it that plantations keep being added?
as long as plantations are added i will see it as garbage it is catering to the people who apparently are directing this from their inbox and not on this post.




-1



You could offer an ability that could be added for traders.

Or do you just want flagships to be a pirate/privateer only benefit?




traders are a class
plantations are an aspect of game play

this is not benefiting the class its being sold to help
i have a gold smith so should i demand it benefits that in order to sell the idea
this was not a compromise you guys are pushing an agenda knowing it is bs
damages or butthurt received in the posting of these words is solely yours and yours alone
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Re: Dev Team - Flagships

Postby Noffin » Sun Feb 17, 2019 8:57 pm

CJ has stated many times how the income of a fully developed plantation is beyond anything we have now. So, why would it need a bonus?
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Re: Dev Team - Flagships

Postby DezNutz » Sun Feb 17, 2019 9:05 pm

Dmanwuzhere wrote:
DezNutz wrote:
Dmanwuzhere wrote:are all traders running plantations?
so why is it that plantations keep being added?
as long as plantations are added i will see it as garbage it is catering to the people who apparently are directing this from their inbox and not on this post.




-1



You could offer an ability that could be added for traders.

Or do you just want flagships to be a pirate/privateer only benefit?




traders are a class
plantations are an aspect of game play

this is not benefiting the class its being sold to help
i have a gold smith so should i demand it benefits that in order to sell the idea
this was not a compromise you guys are pushing an agenda knowing it is bs



No one is demanding anything in the background or through some shady side deal. If you continue to make off topic posts of the such, I will remove your post.

The plantations bonus is a specific benefit that can benefit any play style, as Plantations are not restricted to a particular playing style.

If you have a suggestion to an ability that should be added, please present it.

Alternatively, it is stated in the overseer ability that the bonus could simply be a boost to the Guard House. Since the purpose of the Guard House hasn't been activated, it's hard to justify it being the ability.

Noffin wrote:CJ has stated many times how the income of a fully developed plantation is beyond anything we have now. So, why would it need a bonus?


And how many plantations are producing at near maximum capacity?
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