Flagships : Baseline (Large)

Here you can find all the ideas/suggestions that have already been approved by administration. These ideas will stay here in queue till they are implemented or... postponed! Feel free to browse through the ideas, add your own ideas and help us prioritize them correctly.

Re: Flagships : Daniks proposal

Postby Sir Henry Morgan » Mon Mar 11, 2019 6:52 pm

I believe we are adding too much detail again, which will wallow the discussion - Danik's original base idea provides a rudimentary base line that deliniates a flagship. There are many different ideas to how to boost the abilities of a flagship, and they can be explored, discussed and added individually. This will allow easier evaluation of the balance issues, in addition to maximizing the potential of the flagship feature.

I suggest we start we start small and add features a step at a time....
User avatar
Sir Henry Morgan
 
Posts: 600
Joined: Wed Apr 11, 2012 4:55 am

Re: Flagships : Daniks proposal

Postby Stan Rogers » Mon Mar 11, 2019 7:03 pm

I've been spending some thought in regard to variable att counts over the 10 point range.
If the Cap is kept at 60, I ask myself the question "Would I change up my current att lineup for something different ? "

Myself, who tends to try to remain balanced, I not likely would change my lineup of 10 atts in each category.

If the cap was 59 or 61, a non evenly divisible number, it would force me to break from balance and try for more specialized ships for different applications all be it fleet escort or battle ships or hopefully in the future, port attacks.

Of course, I don't know how battles will turn out with just a change in att allotment as it stands.
The Last of Barrett's Privateers
User avatar
Stan Rogers
 
Posts: 1524
Joined: Sat Mar 01, 2014 6:49 pm

Re: Flagships : Daniks proposal

Postby Most Lee Harmless » Mon Mar 11, 2019 7:04 pm

Indeed SHM: the final nature of the Pirates unique trait (or choice of trait) can follow along later : maybe for now we can agree that they will have one.
-1 : Move to archive.
User avatar
Most Lee Harmless
 
Posts: 3970
Joined: Sat Mar 01, 2014 3:48 pm

Re: Flagships : Daniks proposal

Postby Sir Henry Morgan » Mon Mar 11, 2019 8:05 pm

Those flying the Jolly Roger should most definitely have a perk with their flagship;

I do not know the answer, but I would imagine the ability to toggle a perk would allow for more strategies.

For instance, here's a couple:

One might consider halving his bounty when battle is lost, or

One might counsider double his reward (bounty) when battle is won.

The toggle would be locked as long as the flagship fleet has DR points <1.

Just an idea - but a Pirate Perk is a prudent feature.
User avatar
Sir Henry Morgan
 
Posts: 600
Joined: Wed Apr 11, 2012 4:55 am

Re: Flagships : Daniks proposal

Postby Kangaroo » Mon Mar 11, 2019 8:37 pm

Sir Henry Morgan wrote:I believe we are adding too much detail again, which will wallow the discussion - Danik's original base idea provides a rudimentary base line that deliniates a flagship. There are many different ideas to how to boost the abilities of a flagship, and they can be explored, discussed and added individually. This will allow easier evaluation of the balance issues, in addition to maximizing the potential of the flagship feature.

I suggest we start we start small and add features a step at a time....

I agree with this, and most of Danik's proposal.
We are looking for baseline that allows pirates to have the shp they have always wanted whilst giving the privateers something to play with as well, I don't care if its useless to traders tbh.
I do think any baseline proposal should include the crew earning experience from day 1, regardless of at what rate or with what initial return.
I'm a plus 1 with experience earning immediately added, a minus 1 without it.
Some people are like Slinkies, totally useless but great fun to watch when you push them down the stairs
User avatar
Kangaroo
 
Posts: 471
Joined: Sun Apr 16, 2017 3:52 am
Location: Sydney Australia

Re: Flagships : Daniks proposal

Postby DezNutz » Mon Mar 11, 2019 9:14 pm

Kangaroo wrote:
Sir Henry Morgan wrote:I believe we are adding too much detail again, which will wallow the discussion - Danik's original base idea provides a rudimentary base line that deliniates a flagship. There are many different ideas to how to boost the abilities of a flagship, and they can be explored, discussed and added individually. This will allow easier evaluation of the balance issues, in addition to maximizing the potential of the flagship feature.

I suggest we start we start small and add features a step at a time....

I agree with this, and most of Danik's proposal.
We are looking for baseline that allows pirates to have the shp they have always wanted whilst giving the privateers something to play with as well, I don't care if its useless to traders tbh.
I do think any baseline proposal should include the crew earning experience from day 1, regardless of at what rate or with what initial return.
I'm a plus 1 with experience earning immediately added, a minus 1 without it.



I think without a definitive path on where flagships should develop beyond the baseline, I don't think we should expand the baseline beyond a bare minimal.

A baseline should be an even handed setup across the board. Something like Flagships having 3 Ship Traits would be a baseline setup. It applies to all across the board. Whether someone wants to setup a flagship would be their choice, but by default if they do they get the base setup. The Pirate Perk is technically an extra, but I see no reason not to include it in the initial setup with how Danik has laid it It is simple and straight forward. It's basically the first add-on.
I'm only here for Game Development and Forum Moderation.

If you see a forum rule violation, report the post.
User avatar
DezNutz
Players Dev Team Coordinator
 
Posts: 7074
Joined: Sat Oct 24, 2015 4:51 pm
Location: United States of America

Re: Flagships : Daniks proposal

Postby Hawk » Mon Mar 11, 2019 10:40 pm

Danik wrote:
5) Upon being nominated the owner may freely choose ONE additional trait to be bestowed upon the flag. This may not duplicate any current trait held by the vessel.



Danik, did you intend for this to be a three trait ship, or specifically as it reads, plus one additional ability?
"Have at it gentlemen"
User avatar
Hawk
Players Dev Team Member
 
Posts: 453
Joined: Wed Mar 28, 2012 2:32 am

Re: Flagships : Daniks proposal

Postby Shadowood » Mon Mar 11, 2019 10:58 pm

Hawk wrote:
Danik wrote:
5) Upon being nominated the owner may freely choose ONE additional trait to be bestowed upon the flag. This may not duplicate any current trait held by the vessel.



Danik, did you intend for this to be a three trait ship, or specifically as it reads, plus one additional ability?


If a player was smart they would use the "extra" trait to make it a 3 trait ship. Don't know why someone would chose to put it on a ship that was built with only 1 trait. That would be a waste.
I don't fear death. I look forward to it with great anticipation. For then I will met God face to face and let him know that I stole his Man of War!!!
User avatar
Shadowood
Fantasy Draft Deity
 
Posts: 4080
Joined: Mon Feb 08, 2016 5:40 am

Re: Flagships : Daniks proposal

Postby DezNutz » Tue Mar 12, 2019 1:06 am

Shadowood wrote:
Hawk wrote:
Danik wrote:
5) Upon being nominated the owner may freely choose ONE additional trait to be bestowed upon the flag. This may not duplicate any current trait held by the vessel.



Danik, did you intend for this to be a three trait ship, or specifically as it reads, plus one additional ability?


If a player was smart they would use the "extra" trait to make it a 3 trait ship. Don't know why someone would chose to put it on a ship that was built with only 1 trait. That would be a waste.



Yes it would. I don't agree with being just a +1 trait. There are player that have setup and leveled specific ships for flagships and due to how traits work, their ship has only 1 trait. I find that a slight disservice to some players.
I'm only here for Game Development and Forum Moderation.

If you see a forum rule violation, report the post.
User avatar
DezNutz
Players Dev Team Coordinator
 
Posts: 7074
Joined: Sat Oct 24, 2015 4:51 pm
Location: United States of America

Re: Flagships : Daniks proposal

Postby Stan Rogers » Tue Mar 12, 2019 1:25 am

Sir Henry Morgan wrote:I believe we are adding too much detail again, which will wallow the discussion - Danik's original base idea provides a rudimentary base line that deliniates a flagship. There are many different ideas to how to boost the abilities of a flagship, and they can be explored, discussed and added individually. This will allow easier evaluation of the balance issues, in addition to maximizing the potential of the flagship feature.

I suggest we start we start small and add features a step at a time....


Agreed wholeheartedly Henry. It is impossible to make fair analysis when a bunch of new dynamics come into play.
One may find other dynamics are needed right away or at a later time with other new features and each can be evaluated on its own merit and effect.
The Last of Barrett's Privateers
User avatar
Stan Rogers
 
Posts: 1524
Joined: Sat Mar 01, 2014 6:49 pm

PreviousNext

Return to Approved