Dev Team - Flagships

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Re: Dev Team - Flagships

Postby sXs » Fri Mar 01, 2019 6:19 pm

This would pose several issues.

1. Distinction would need to be given to specific crew members.
2. What happens when a flagships is captured? Right now the game mechanics reduce crew size to minimum required to sail k believe.
3. If flagship is captured is the crew with abilities captured as well?

Right now a crew is tied to a ship. If you sell the ship you lose that crew. They are not available in some staging area. You must hire an entirely new crew to sail new ship. This would require some sort of crew transfer system.

Honestly I think this makes things much more complicated than it needs to be.
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Re: Dev Team - Flagships

Postby Vane » Fri Mar 01, 2019 6:22 pm

Im with feniks on this. I think we need to stick to the flagship as a ship and work it out as a stand alone. Crew exp and bonuses are an excellent idea that should, in my mind, be added as a feature of its own. One definitely worth working on though.
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Re: Dev Team - Flagships

Postby sXs » Fri Mar 01, 2019 6:29 pm

As a stand alone idea, I agree it is worth review. If you go down this path then there is no flagship..... there is a flag crew.....
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Re: Dev Team - Flagships

Postby sXs » Fri Mar 01, 2019 8:39 pm

Suggestion by Vane in another conversation would maybe solve dispute over trait retention.

When a player chooses his flagship, no matter what it is ie frigate flag galleon etc. The ship is given 4 ship traits which the player can choose.

This gives the flagship its "custom" fell for each player. These 4 ship traits will always remain active no matter who owns/steals/buys the ship.

Any buffs gained from leveling up the ship through experience are only active if ship is a designated flagship. They are deactivated is ship is captured or sold. But are reactivated if ship is designated flagship again.

This keeps some traits active always and allows the ship to be the "prize" it should be, but still allows only 1 ship designated flagship with experienced based upgrades.

To me, this seems to be the simplest solution to some of the concerns raised here.
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Re: Dev Team - Flagships

Postby DezNutz » Fri Mar 01, 2019 8:50 pm

Feniks wrote:Suggestion by Vane in another conversation would maybe solve dispute over trait retention.

When a player chooses his flagship, no matter what it is ie frigate flag galleon etc. The ship is given 4 ship traits which the player can choose.

This gives the flagship its "custom" fell for each player. These 4 ship traits will always remain active no matter who owns/steals/buys the ship.

Any buffs gained from leveling up the ship through experience are only active if ship is a designated flagship. They are deactivated is ship is captured or sold. But are reactivated if ship is designated flagship again.

This keeps some traits active always and allows the ship to be the "prize" it should be, but still allows only 1 ship designated flagship with experienced based upgrades.

To me, this seems to be the simplest solution to some of the concerns raised here.


Are these 4 traits something other than the existing traits that we have?
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Re: Dev Team - Flagships

Postby sXs » Fri Mar 01, 2019 8:58 pm

Existing ship traits
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Re: Dev Team - Flagships

Postby DezNutz » Fri Mar 01, 2019 9:05 pm

Feniks wrote:Existing ship traits


Really, 4 existing traits that players can pick? That are permanent?
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Re: Dev Team - Flagships

Postby sXs » Fri Mar 01, 2019 9:10 pm

Why not? If it is LF max for flagship it is still not going to be the "supership" but will be something people would want to build and use.
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Re: Dev Team - Flagships

Postby sXs » Fri Mar 01, 2019 9:12 pm

The game already gives 2 traits to a small percentage.
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Re: Dev Team - Flagships

Postby Shadowood » Fri Mar 01, 2019 9:19 pm

Feniks wrote:Suggestion by Vane in another conversation would maybe solve dispute over trait retention.

When a player chooses his flagship, no matter what it is ie frigate flag galleon etc. The ship is given 4 ship traits which the player can choose.

This gives the flagship its "custom" fell for each player. These 4 ship traits will always remain active no matter who owns/steals/buys the ship.

Any buffs gained from leveling up the ship through experience are only active if ship is a designated flagship. They are deactivated is ship is captured or sold. But are reactivated if ship is designated flagship again.

This keeps some traits active always and allows the ship to be the "prize" it should be, but still allows only 1 ship designated flagship with experienced based upgrades.

To me, this seems to be the simplest solution to some of the concerns raised here.


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