Dev Team - Flagships

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Re: Dev Team - Flagships

Postby Hawk » Mon Feb 18, 2019 2:49 am

Meliva wrote: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.



Like how academy technologies provide bonuses to combat?

Having a presence in a port to personally oversee plantations or trade resulting in improved profit is logical.
Better? Then building or tech boosts to plantations? One could say it is. Tying anything back to physical presence on the waters could be considered better then self upgraded techs or buildings. Not saying it is, but it's a moot point anyways as both can be done. One does not eclipse or replace the other. We are just on Flagships right now.


P.S. Would you really, gladly change your mind?
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Re: Dev Team - Flagships

Postby Noffin » Mon Feb 18, 2019 3:02 am

Considering the actual physical size of some plantations (1000+ acres), is it even possible that the workers can see the port let alone a flagship in it?
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Re: Dev Team - Flagships

Postby Banger » Mon Feb 18, 2019 3:49 am

Hell let's just make each flagship able to be coded independently! Want a Daniks Famous Custard machine in your galley? YOU GOT IT! Want a tap with Vane's Famous Rum in your state room? ABSOLUTELY! Want your flagship to be the "Stan Rogers Special" and have tin foil sails? SURE THING!
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Re: Dev Team - Flagships

Postby Snowy McScruff » Mon Feb 18, 2019 3:51 am

Flag Ships sometimes have trusted personnel on board that have more leeway on crucial decisions, allowing shortcuts or greater risk and reward to plantations
However I like this description better.

The mysteries voodoo that allows a single ship to grow in battles and surpass it mundane cousins, gives many a benefits. This unnatural power of the ships allows the binding of recently past souls to the hull giving you an excellent, never ageing adviser to manage your ... Plantations. The more experienced the ship the greater the soul bound.

This should not only benefit plantation owners maybe only a single upgradeable boost to non pvp features. For example if you choose a gold bar adviser you don't get a plantation boost adviser.
Last edited by Snowy McScruff on Mon Feb 18, 2019 5:40 am, edited 1 time in total.
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Re: Dev Team - Flagships

Postby Dmanwuzhere » Mon Feb 18, 2019 4:07 am

im dead.... please do not reincarnate me as an advisor
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Re: Dev Team - Flagships

Postby DezNutz » Mon Feb 18, 2019 8:49 am

Feniks wrote:
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.


Upgrade is limited by nothing. All it takes is experience. The higher the experience level, the more experience the flagship needs for the next level. The more experience needed, the more battles one has to partake in. There is no limiting factor other then sheer number of battles.
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Re: Dev Team - Flagships

Postby PFH » Mon Feb 18, 2019 9:52 am

Flagships are ships we are veering away from the initial design. Flagships are purely PVP. Not every new mechanic should support all mechanics.

If this veers away this has my -1 as a dev member. Personally flagship should be here to primarily encourage Pvp not encourage stagnant gameplay.
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Re: Dev Team - Flagships

Postby Snowy McScruff » Mon Feb 18, 2019 10:50 am

Pirate Advantages.
Do they need a straight up PVP boost?
If we go for the ships gain experience route. Why not give a 10-20% gain in experience if your flying the black flag? (100%? maybe)
It makes losing a flagship not as bad for Pirates, since they can upgrade faster.
Their flagships will have the advantage at the release of the feature as well.
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Re: Dev Team - Flagships

Postby Captain Jack » Mon Feb 18, 2019 11:12 am

Clockwork wrote:Flagships are ships we are veering away from the initial design. Flagships are purely PVP. Not every new mechanic should support all mechanics.

If this veers away this has my -1 as a dev member. Personally flagship should be here to primarily encourage Pvp not encourage stagnant gameplay.



There is no initial design. Who says that Flagships are purely PvP? We have already been through the part of why Flagships should not be only PvP and it has to do with the Super Ship classification. Saying that you want primarily PvP leaves room for other things but it still sounds that you are after the Supership idea. If this is the end idea currently at your mind, I will have to redirect you to my last post here (around 20 posts ago) where I specifically mention why this cannot happen right now. It could happen in the future, but not as the Version 1.0 Flagship.

Do not focus on the vote already. This is a 190 posts discussion already; You can't just simply downvote a 190-post discussion. You should try your best to help it. This is WIP (Work In Progress). You are currently needed to help the WIP and not lead it to dead ends. This goes out to everyone, not just Clockwork or players dev team. However, especially Players Dev Team should have a reason more to try and shape the idea in a way that they could finally give their positive vote.

Remember, everyone, this is Flagship discussion/suggestion #3. We have been through 2 more in the past and we weren't able to reach a final design that works for most. Since there is a popular demand that we do release such a feature, I specifically requested Skyhawk to come up with his own idea for Flagships. So, try to help him get to a final design.

In my perspective, we need a Flagship version 0.1
A beta version, like we started with Plantations. In my planning, we want to move the game to Pirates Glory 2.0 with some more interface changes and Plantations V1.0. We are currently working towards this and these should come in late March, early May (at worst case - although you can never be certain). I want ALL details of early Flagship version finalized by then. This means, around 1 month more for you to come down to final details. If we GET the final details, with the new structure we now have at the game (players helping in running the game), coding can come faster and we can have it before the end of May. That's the schedule.


The beta version can help us determine the final list of abilities. We might need to add extra traits to help Flagship specifically. Or extra technologies. Or forward some of the currently open battle ideas. We do not need to decide on them all, at day 1. We can decide later.

So, if a lot of players dislike a particular bonus, like the plantations ones, skip or postpone it. Do not call it illogical though by the time something can be reasoned. Theoretically, only the morale boost that a worker would get (either from awe or security feeling) by watching the legendary Flagship of the plantation owner at the bay, could be enough.

In the same time, try to think HOW DO YOU WANT TO USE YOUR FLAGSHIP? This is the most important part where everyone should contribute. Answering questions like "What do you want your flagship to be able to do". Of course, feedback is also welcomed and we do want it. What is not much helpful is the dismissive attitude with no arguments or proposals.

So, at the case when you do not want something specific, try to reason it. Why you do not want it? And, can you suggest something different? No? Not a problem,we still need your opinion. How about the rest though? If you do not like a specific buff, it does not mean that the idea is not good. Try to find at least what you DO like. List it. You do help the OP in this way. These last comments mostly go out to those that have not posted yet.

Keep it up, it goes better than you probably realize.
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Re: Dev Team - Flagships

Postby Dmanwuzhere » Mon Feb 18, 2019 1:36 pm

You are off topic, if you want to provide feedback on plantations, open your own topic about it.
You are making things personal, this is a development thread.
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