Dev Team - Flagships

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Re: Dev Team - Flagships

Postby sXs » Sun Feb 17, 2019 10:04 pm

Stan Rogers wrote:For me, it's getting too complicated and a little far over in left field and it don't need to be to be enjoyable .


Decide if there is a max size ship that can be designated as such ( I think the max decided was a frig or Lrg Frig)

Bestow your preferred buffs.

I really like the EXP portion of the ship design meaning the more you use the ship, the more potential it has.
Is there a cap on this?

Pirates need ability to increase their ships 25% more than nation flag bearing ships.

With that though, the balance should be they lose more fame AND ransom than flag holders. A fleet that defeats a Pirate flagship deserves more than normal allotment of fame but perhaps less plunder winnings. Lets say +/-25% again from both metrics.
Regarding all the extraneous debates and features regarding gold scanting, owner history, less danger accrued for black flag owners etc, I am NAAFAI on those points.


As designed there is no cap. But each upgrade become more expensive so upgrade is only limited by how much gold you can afford.

At least that is how I understand it.
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Re: Dev Team - Flagships

Postby Stan Rogers » Sun Feb 17, 2019 10:26 pm

I would not like a flagship that had the ability to defeat a fully outfitted MoW but then again, to get to that level would /should take 1000's of battles by the Flagship and if some of that ability was lessened by a reduction of buffs when the flagship loses a battle.
I guess it be only fair though if a Flagship were to win the req'd battles to get to that level it should not be hampered.
It would mean the next time someone attacks that super flagship fleet, they better have 2 MoW's in fleet and hope they can knock its abilities down so it is not the threat to MoW escorted fleets it previously was.
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Re: Dev Team - Flagships

Postby Hawk » Sun Feb 17, 2019 10:55 pm

Sir Henry Morgan wrote: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.



This is the same concept I had.



Noffin wrote:
Hawk wrote:Central aspects of flagships:
Flagships are for all players


Not all traders are plantation owners nor are all plantation owners traders, just like others that are shipwrights or just run a goldsmith. You can not say it is for all players when all types of players are not being represented.


Hawk wrote:Nation players - Plus X port goods buying price, at the port your flagship fleet is at. If traveling, affects both ports.



If delay due to the fame review is cause for concern, then perhaps an alternate way to implement the bonus until then can be found.



Meliva wrote:I have to somewhat disagree about plantations being able to benefit any play style. Now granted I myself do not run one, but from what I know of them, they require immigrants and resources to be delivered(although the resource market can now solve the latter to a degree), and as most are aware, pirates and other plunder heavy play styles tend to run fewer fleets, meaning they would have a much harder time running a plantation compared to a trader who runs many.


Danik wrote:I begin to suspect that flagships are being used as crutches to prop up plantations. If plantations need to be made more attractive fix the damn things : dont force the rest of the game into being their support.



Flagships as proposed provide a path for many different play styles. No, plantations do not benefit all play styles. It is just only one of many things you can level if you choose to do so. If you don't use plantations, I would not recommend leveling it. Make your ship more suited to your personal play style. The ability scales fairly, and does not negatively impact anyone. No, we have not started the plantations discussion yet, but a 5% bonus with 10 attribute points, at a single plantation, is not enough to "support" the feature. Of which I could not tell you if it indeed even needs support.

If your concern is plantations being overlooked for some sort of "quick fix", then I can assure you that is not the case, nor the reason for the perk at all in the first place.
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Re: Dev Team - Flagships

Postby Dmanwuzhere » Sun Feb 17, 2019 11:13 pm

increase each players style or interest
so where are the shipbuilding perks goldsmith perks and every other interest supposedly being represented for every player

class perks are plenty as it is obvious every player is not the intended receiver of perks
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Re: Dev Team - Flagships

Postby sXs » Sun Feb 17, 2019 11:56 pm

In Pirates Glory, ships have 2 basic functions. Trade/transportation and Battle.

Any upgrades and abilities should stick to these two functions.

......... saying that, someone will probably complain that they wont help shipwreck hunting.......
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Re: Dev Team - Flagships

Postby Dmanwuzhere » Mon Feb 18, 2019 12:04 am

Feniks wrote:In Pirates Glory, ships have 2 basic functions. Trade/transportation and Battle.

Any upgrades and abilities should stick to these two functions.

......... saying that, someone will probably complain that they wont help shipwreck hunting.......





this +1 minus shipwreck hunting :D
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Re: Dev Team - Flagships

Postby Noffin » Mon Feb 18, 2019 12:08 am

Shipwreck hunters need love too ;)
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Re: Dev Team - Flagships

Postby Dmanwuzhere » Mon Feb 18, 2019 12:16 am

turtles get no love unless they have rum or a low interest loan lol
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Re: Dev Team - Flagships

Postby Meliva » Mon Feb 18, 2019 12:37 am

Dmanwuzhere wrote:turtles get no love unless they have rum or a low interest loan lol


Or if made into a delicious soup.

Regardless back to the topic, I think the flagship's perks and abilities should be related to ship's and fleets-not land based properties like plantations and goldsmiths. This is a flagship we are talking about-not a building. It's bonuses should be things like improving fleet speed, fleet power, extra cannons for itself, things like that.

But if someone can give me a solid and logical reason that a flagship can somehow improve a plantation that can't be done in a more logical and better way with a building or tech, then I will gladly change my mind. Since at the moment I see no reason why a ship should improve a landbased building. You likewise wouldn't expect a goldsmith to make your ships cannon's more powerful after all.
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Re: Dev Team - Flagships

Postby Banger » Mon Feb 18, 2019 1:24 am

Let's just stop calling it a flagship and start calling it Oprah. "YOU GET A PERK, YOU GET A PERK, EVERYBODY GETS PERRRRRRKKKKKSSSS!"
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