Dev Team - Flagships

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Re: Dev Team - Flagships

Postby Hawk » Wed Feb 27, 2019 10:17 pm

That is some great foresight Danik. For some, 25 credits might not be a deterrent. I think this could be prevented by a required cool down for changing flagships. I wrote 72 hours but perhaps longer is warranted. Also, Dez wanted there to be a doubled cost for switching flagships. I wasn't sure why but this was probably his reasoning as well. So it could be 25 (Just to have a number for now) credits to create a flaghip if you do not have one, and 50 credits to activate and switch to another flagship if you already possess an active one.
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Re: Dev Team - Flagships

Postby Noffin » Wed Feb 27, 2019 11:46 pm

Danik wrote:
PS : Also it occurs to me that 25creds is a bit on the low side : after all its a 100cred just for a single plantation permission..


Only problem is you do not lose the plantation permission once purchased.
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Re: Dev Team - Flagships

Postby Shadowood » Thu Feb 28, 2019 12:43 am

Noffin wrote:
Danik wrote:
PS : Also it occurs to me that 25creds is a bit on the low side : after all its a 100cred just for a single plantation permission..


Only problem is you do not lose the plantation permission once purchased.


Are you sure? What did your adviser say??
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Re: Dev Team - Flagships

Postby sXs » Thu Feb 28, 2019 1:16 am

Shadowood wrote:
Noffin wrote:
Danik wrote:
PS : Also it occurs to me that 25creds is a bit on the low side : after all its a 100cred just for a single plantation permission..


Only problem is you do not lose the plantation permission once purchased.


Are you sure? What did your adviser say??


" I have no particular advice to offer, at the moment."
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Re: Dev Team - Flagships

Postby Noffin » Thu Feb 28, 2019 1:32 am

There is currently a lot of empty space! Please, consider bringing in more workers to die!
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Re: Dev Team - Flagships

Postby Snowy McScruff » Thu Feb 28, 2019 2:59 am

Back to cost as Hawk and Danik mentioned, maybe instead of credits it should be a rare voodoo card that makes a flagship out of a ship.
This gives a chance for new players to have a flagship.
It also limits the ability to get a flagship at the release of the update.
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Re: Dev Team - Flagships

Postby Stan Rogers » Fri Mar 01, 2019 4:42 pm

As I, on occasion mull over the Flagship impasse, the more making the crew the denoting factor in establishing a Flagship.
I realize that it takes on a completely new track in establishing a flagship from the talked about criteria but might very well solve many of the pitfalls that have been talked about while providing the added buffs that a Flagship would have.
There could be a cap on how many sailors are allowed to receive higher seafaring education (maybe through the academy) and how they are distributed to any specific ship sets the limits to prevent a super ship from being created.

What are everyone's thoughts about this idea ?
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Re: Dev Team - Flagships

Postby DezNutz » Fri Mar 01, 2019 4:59 pm

Stan Rogers wrote:As I, on occasion mull over the Flagship impasse, the more making the crew the denoting factor in establishing a Flagship.
I realize that it takes on a completely new track in establishing a flagship from the talked about criteria but might very well solve many of the pitfalls that have been talked about while providing the added buffs that a Flagship would have.
There could be a cap on how many sailors are allowed to receive higher seafaring education (maybe through the academy) and how they are distributed to any specific ship sets the limits to prevent a super ship from being created.

What are everyone's thoughts about this idea ?



Has anyone ever played the game SilentHunter?

To get to the point, in that game you can select every member of your crew for your submarine. There are key positions and your crews abilities vary and increase based on the detail you have them assigned. Including special bonuses when they reach a certain point.

Image


We could use something similar except only select 15 key crew members (the minimum required to sail a ship). Each ship would then have key positions that they could fill with those crews. Actions taken would increase the abilities according to where they are assigned on the ship. As well, this would make sense for the "Crew Kill" ability. Thus you need to "hire" a new member and fill the position.
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Re: Dev Team - Flagships

Postby Shadowood » Fri Mar 01, 2019 5:09 pm

I agree this is the direction we should go for now.

Crew based tech tree.
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Re: Dev Team - Flagships

Postby Stan Rogers » Fri Mar 01, 2019 5:21 pm

I think the example Dez laid out above would be a really sought after feature for my preferred style of game play, it really is extremely more complex and a whole other feature and major addition t the game.
I'm thinking much more simple terms right now to give a Flagship to the player base while short circuiting many of the downfalls that has been brought up.

Make it easy... allocate X crewmen the EXP points and qualities that would be bestowed on the ship of choice. I thought perhaps around 200 crew which is around the crew size of a Lrg Frig. These are the little things that can be sorted out. It could be even more interesting if those 200 crewmen were to be split up into 3 Sow's or keep together for 1 good Lge Frig.

I'm not trying to stray too far from the basic premise of a Flag Ship but rather, consider idea's that could bring it to fruition and keep all that sail a ship benefit.

Edit- As i ponder the idea I just posted, I cannot stop myself from expansion thoughts regarding the idea of having a Pirate fleet of Brigs that could take on a medium guarded trade fleet and win. :P
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