Dev Team - Flagships

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Re: Dev Team - Flagships

Postby sXs » Mon Feb 18, 2019 6:33 pm

Feniks wrote:Trade fleets had flagships as well. Not all flagships were warships. In fact any “fleet” by definition had a lead ship or Fladship. I do not have an issue with some trade bonuses as long as they are ship based bonuses.

A navigator perk: allows for faster trade route.

Lookout: increased opportunity of escape from skirmish or even battle.

Master merchant: gains X% of coin for selling in all ports

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Re: Dev Team - Flagships

Postby Dmanwuzhere » Mon Feb 18, 2019 6:40 pm

**New**
Guard - X% chance per level, for flagship fleet to defend fleets you possess at current port (Can toggle on or off for both plunder and skirmish)

the only thing i see here that wouldnt work as i am interpreting it is that a ship en route to lets say st martins would have no chance of defending a fleet being attacked in the opposing polar sea coordinates like akrotiri

but the idea has merit if the flag fleet is indeed within the port vicinity of the fleet it is to protect
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Re: Dev Team - Flagships

Postby SilverShadow » Mon Feb 18, 2019 10:44 pm

So do I understand this correctly? The Flagship is a go? We just need to iron out the details?

I like the idea that the Flagship should be customizable. And giving up one attribute to improve another. Like giving up cargo space for more cannons for instance. I would like having buffs that help drop danger or allow the Flagship fleet to travel to ports quicker. Buffs that increase plunder or improve chances of successful skirmishes. Flagships for everyone is great, but only ship related buffs, nothing to do with land. Buffs for trading goods on ships is OK. Buffs should have a cap and an experience type system would be perfect. Avoid super ships for sure. I’m really unsure about having SOTL and MOW as Flagships. I don’t care either way. Maybe make it harder to buff as the size of the ship increases.

Of course I agree with Pirate specific buffs.

I’m not keen on a fame bonus. But that’s probably because I gave up on fame a long time ago. My fame hovers around 1.25-2 million from day to day because of my playing style.

I like the idea of having Flagship fleets marked in ports. It should be hard to hide a Flagship.

As long as the Flagships have buffs/traits that will benefit my plundering and skirmishing I will have one. I will work with whatever we get in the end and I will use the buff(s) that will benefit me the most effectively. Just like tech in my hideout. I purchase the tech that I think will benefit my playing style.

Will I try to steal other Flagships. Probably not, maybe. If there’s a lot of Flagships out there and it becomes a status thing I might get in on the frenzy. No doubt I will create a capture a Flagship competition in my pirate guild. Will someone try to steal my buffed up Flagship? Good chance of it and that is the part I would be looking forward to. Trying to ward off trophy hunters. That may be my lot in life if I build a nice Flagship and piss off the wrong players.

Will we have a sink/capture/plunder Flagship in the bounties?

Will we be able to park a Flagship in Marina while away from the game? Not sure if this was addressed. Maybe have the Flagship take up 2 or 3 spots in Marina? If not, will we still be able to protect our Flagship some other way?

I don’t care one way or the other. I like the idea of a Flagship, but if it never happens I will still be able to sleep at night.
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Re: Dev Team - Flagships

Postby Meliva » Mon Feb 18, 2019 11:40 pm

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.
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Re: Dev Team - Flagships

Postby sXs » Tue Feb 19, 2019 12:15 am

SilverShadow wrote:So do I understand this correctly? The Flagship is a go? We just need to iron out the details?

I like the idea that the Flagship should be customizable. And giving up one attribute to improve another. Like giving up cargo space for more cannons for instance. I would like having buffs that help drop danger or allow the Flagship fleet to travel to ports quicker. Buffs that increase plunder or improve chances of successful skirmishes. Flagships for everyone is great, but only ship related buffs, nothing to do with land. Buffs for trading goods on ships is OK. Buffs should have a cap and an experience type system would be perfect. Avoid super ships for sure. I’m really unsure about having SOTL and MOW as Flagships. I don’t care either way. Maybe make it harder to buff as the size of the ship increases.

Of course I agree with Pirate specific buffs.

I’m not keen on a fame bonus. But that’s probably because I gave up on fame a long time ago. My fame hovers around 1.25-2 million from day to day because of my playing style.

I like the idea of having Flagship fleets marked in ports. It should be hard to hide a Flagship.

As long as the Flagships have buffs/traits that will benefit my plundering and skirmishing I will have one. I will work with whatever we get in the end and I will use the buff(s) that will benefit me the most effectively. Just like tech in my hideout. I purchase the tech that I think will benefit my playing style.

Will I try to steal other Flagships. Probably not, maybe. If there’s a lot of Flagships out there and it becomes a status thing I might get in on the frenzy. No doubt I will create a capture a Flagship competition in my pirate guild. Will someone try to steal my buffed up Flagship? Good chance of it and that is the part I would be looking forward to. Trying to ward off trophy hunters. That may be my lot in life if I build a nice Flagship and piss off the wrong players.

Will we have a sink/capture/plunder Flagship in the bounties?

Will we be able to park a Flagship in Marina while away from the game? Not sure if this was addressed. Maybe have the Flagship take up 2 or 3 spots in Marina? If not, will we still be able to protect our Flagship some other way?

I don’t care one way or the other. I like the idea of a Flagship, but if it never happens I will still be able to sleep at night.


#1 Yes flagships are a go. And yes we need to iron out details.
#2 Bounties or LoM will probably be added but will probably not come out right away.
#3 There have been suggestions about parking a flagship in Marina. If so, what is the cost? Not determined yet.
#4 There are already ways to protect your ships. Although nothing is 100%.
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Re: Dev Team - Flagships

Postby SilverShadow » Tue Feb 19, 2019 3:43 am

Thanks Feniks for answering my questions.

I totally agree that docking the Flagship should be at a great cost and it would lose all bonuses while docked.
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Re: Dev Team - Flagships

Postby Shadowood » Mon Feb 25, 2019 3:23 pm

Bumping - for an old friend
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Re: Dev Team - Flagships

Postby Vane » Tue Feb 26, 2019 11:17 pm

I like some of the concepts

- Experience based abilities
- All can have one
- Stealing them and how it functions
- Cant be sold (They should remain in the game for a player to take it back)


I Hate....

- The fact its being tied into plantations
- The fame metric requirement.. (REALLY?)
- The ship should not become normal when taken, it should only be halted no more progress but retains what it has
- Survivor? Pirates should be running low purses any how, what do i care if i get away without paying 15k?
- Profit increase in the port your flagship is in? It should be a battle ship for crying out loud.


Now I did not review every post made, not going to go through 23 pages right now and likely wont bother anyway. This concept of a flagship is by far my least favorite i've seen yet.

Needs to go back to the drawing board and be 50-70% overhauled.
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Re: Dev Team - Flagships

Postby Hawk » Tue Feb 26, 2019 11:21 pm

Welcome back Vane
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Re: Dev Team - Flagships

Postby Vane » Tue Feb 26, 2019 11:42 pm

Hawk wrote:Welcome back Vane


Thanks Hawk, glad to be back for sure.
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