Hawk wrote: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?
Academy techs make perfect sense for the boost they provide, far more then a ship making a farm perform better- you are researching better methods then what is being used. Metallurgy and gunpowder can be seen as research being done to improve cannons and ship hulls. Look at real world ships-we have ships now that are made of metal and can fire missiles-while back in pirate times they were wood and fired big balls of metal. You think that change happened without some serious research being done?
How does a big ship in the harbor sitting around oversee a plantation? Unless the men on the ship decide to walk all the way to that plantation, oversee things then walk back? It makes no sense, a better alternative is to build a large building with guards and overseers to do that work, not rely on a ship. Because unless you think a group of men on a ship can oversee men on a plantation inland that doesn't work. As for trade, okay sure, a flagship would help secure trade routes- I like that idea, a ship can do things to secure trade routes. A ship can not however over see a plantation.
Yes, I would gladly change my mind the moment I am given a good logical reason for how it improves a plantation-which so far I have yet to be given. Why some of you are so deadset on this silly plantation boost is something I truly do not understand. Most of us have stated it makes no sense and to drop it- there's plenty of other details we can add to the ship that makes sense and is more useful on the whole, and other game features that can be used to boost plantations instead of trying to tie in 2 things that have no real connection.
But on the topic of other ideas for it, I do like most of them. Perks that can be chosen sounds great, and many of the suggested ones sound good. As for the suggestion of being able to dock the ship at a marina, I would say yes, but at a very big turn cost-perhaps 100 to dock it, and all perks and bonuses are negated while docked. It would be something you would only do if you had to go away for a while, such as a vacation or real world emergency.