Dev Team - Flagships

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Re: Dev Team - Flagships

Postby Vane » Sat Mar 09, 2019 10:00 pm

EDIT: not worth it..
Last edited by Vane on Sun Mar 10, 2019 12:58 am, edited 1 time in total.
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Re: Dev Team - Flagships

Postby DezNutz » Sat Mar 09, 2019 10:13 pm

Danik wrote:Personal view here : As described so far I doubt I will bother with maintaining a flag-ship : I see little benefit in owning one : if you need a big-bang ship there is already 60att SotLs and MoWs : I dont really see the need for them either unless losing pains your ego so greatly life would be pointless without one.
Fact is one of the most annoying possessions is a near-unbeatable fleet : it sits forever clouded in danger and subject to a raid whilst no-body goes near it to wash down the mucky DP on it.
When I raid a little I positively want a stronger fleet to clean me down after : if I have gone about my business wisely then its no great cost and my profits are still secured.
Failing that it sits tempting the green-eyed monsters and must be guarded and watched over constantly lest one decides the ships are more interesting than the thin slice of the purse it carries. How dull.
It has been suggested that flags should be enforced : we will all have to nominate one : if an idea must be enforced it has already failed.
If a pirate needs a seriously feck-off ship to raids under-armed trade fleets well.. some-one needs to learn a bit more about the game.
Chiefly my issue is 'Do we need another ego-piece in this game?' : my own feeling is no we dont but that doesnt mean some players dont need them. Let them have it but dont force it on those less bothered by such fripperies.


I agree with this. If some players want to use Flagships that is their prerogative. If some players don't want to use it, that is also their prerogative. However, the feature will be available to use by all with the intent to encourage PvP action by all players. What and how players use the feature including which bonuses they choose to use will be their decision to make.
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Re: Dev Team - Flagships

Postby Most Lee Harmless » Sat Mar 09, 2019 10:45 pm

Beware unintended consequences : an idea that seems obviously to promote a 'desired' behavior oftens turns out to do the opposite in practice. A good example is 'minimum wage' which ends up being 'maximum wage' for far more folk than ever needed the protection of a minimum wage.
Having feck-off ships may encourage the owner to more PVP but will not encourage others to hit them. And there is a limit, governed by wisdom so it can vary from some to none, to how much danger a fleet can accrue before adding more doesnt justify the loss-risk. Thus my comment above about unbeatable fleets being as much a pain as a boon.
So after the first great rush of PVP blood-letting whats the likely scenario : lots of fleets loaded with danger not getting washed down and not able to hit much more :they will however be at great risk of voodoo-led capture : but thats not really PVP in any continuing sense : just randomised acts of theft.
So, in a sense, all we do is add another layer above the MoW : but they dont sail the seas in any numbers for fear of theft, chiefly be Shadowood!
So why will a flag-ship differ in any real way to the MoW ?
Last edited by Most Lee Harmless on Sat Mar 09, 2019 10:50 pm, edited 1 time in total.
-1 : Move to archive.
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Re: Dev Team - Flagships

Postby Magnus the red » Sat Mar 09, 2019 10:49 pm

I agree with Danik I was able to make good coin and PVP without one easily
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Re: Dev Team - Flagships

Postby Banger » Sun Mar 10, 2019 1:05 am

I don't think it needs to be a unbeatable ship or create an unbeatable fleet. It needs to do things that promote pirate activity. Chance to steal more coin, tiggers that help defeat stronger ships or assist with a ship raid. Those are the things I would like to see.
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Re: Dev Team - Flagships

Postby Dmanwuzhere » Sun Mar 10, 2019 1:26 am

Wont want one as it currently sits the whole idea of leveling anything through combat so that it becomes a passive defense is ridiculous.
and you can say well dont do yours like that then, well, i ask you where there is something better in the dang thing?
so tease me with another title like blockade and make me hate it too cause this ones burnt for me.
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Re: Dev Team - Flagships

Postby Stan Rogers » Sun Mar 10, 2019 2:10 am

Maybe a Flagship could have one attribute that goes to 15 and you need the EXP to drive it past the current 10.
Or even better, allow all attributes to go to lvl 15 but keep the max at 60.+EXP points.
Simple, makes diversity in battle. Only the Flagship has this ability.
This idea has been mentioned before in other topics but never seems to get any traction or support.
Too unbalancing ?
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Re: Dev Team - Flagships

Postby DezNutz » Sun Mar 10, 2019 2:13 am

Stan Rogers wrote:Maybe a Flagship could have one attribute that goes to 15 and you need the EXP to drive it past the current 10.
Or even better, allow all attributes to go to lvl 15 but keep the max at 60.+EXP points.
Simple, makes diversity in battle. Only the Flagship has this ability.
This idea has been mentioned before in other topics but never seems to get any traction or support.
Too unbalancing ?


The concern would be if it makes a ship OP.

I made the suggestion in slack discussion the other day.
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Re: Dev Team - Flagships

Postby Stan Rogers » Sun Mar 10, 2019 2:20 am

DezNutz wrote:
Stan Rogers wrote:Maybe a Flagship could have one attribute that goes to 15 and you need the EXP to drive it past the current 10.
Or even better, allow all attributes to go to lvl 15 but keep the max at 60.+EXP points.
Simple, makes diversity in battle. Only the Flagship has this ability.
This idea has been mentioned before in other topics but never seems to get any traction or support.
Too unbalancing ?


The concern would be if it makes a ship OP.



Understood but, if you want to make your cannon do 15 atts of damage, you have to sacrifice something else either it be turning ability, or scanting to get that cannon power.
That is where the intrigue comes into play.
What did your opponent arm himself with ? can he take a punch or is he going to deek out of the way and I only catch him with a few cannonballs ?
That is where the 'magic'and excitement is found in battle.
I'm sorry but driving everything up to 60 atts and then depending on the roll of the dice or hope opponent forgot to repair the last battle damage does not to me constitute a viable 1vs1 battle.
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Re: Dev Team - Flagships

Postby DezNutz » Sun Mar 10, 2019 2:46 am

The concern would be super ships. If your armor class is high enough you could evade almost every shot.
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