New Tech - Ship Yard Hands (Medium)

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Re: New Tech - Ship Yard Hands

Postby Dejanira » Thu Aug 30, 2018 3:08 pm

It sounds like that having already built a Marina should be a prerequisite for this. What level? Not 1, I guess.

This way a player could house a ship in the Marina, to have her safe from sailing and voodoo, or house her in the Dry Docks, with the plus to be allowed to Remodel her or to level her up.

+1 in my opinion. But I'd say it doesn't add new spaces to the Marina, just those spaces are better than before.
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Re: New Tech - Ship Yard Hands

Postby William one eye » Thu Aug 30, 2018 4:07 pm

Dejanira wrote:It sounds like that having already built a Marina should be a prerequisite for this. What level? Not 1, I guess.

This way a player could house a ship in the Marina, to have her safe from sailing and voodoo, or house her in the Dry Docks, with the plus to be allowed to Remodel her or to level her up.

+1 in my opinion. But I'd say it doesn't add new spaces to the Marina, just those spaces are better than before.



Completed Marina required

This is a gold sinker and something to work on if you are running out of hideout stuff.
In my case I sail ships that I do not really want to use, for example a low ID - under 1000
I don't really have any use for howker 2xx, I don't want to hope to sell it in the players market
and In my opinion it is a piece of game history so I feel bad selling it to the shipwright.
I don't want to toss my best Sotls out of my marina to make space for a howker.
I would definitely put this in the Dry Dock Storage.

I Have the first decent ship I stole - a Flag galleon. I would feel bad if it got stolen, so I leave it parked in my
marina. I would love to put it somewhere and slowly cast master craftsman on it.

Would be safe place for shipwrights to store and build higher value ships.

overall the amount of turns to move ships in and out are pretty high, so this is more of planned storage area
than the regular marina spaces.
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Re: New Tech - Ship Yard Hands

Postby PhoenixKnight » Wed Oct 10, 2018 2:25 am

Bum for chal
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Re: New Tech - Ship Yard Hands

Postby Lachlan » Thu Oct 11, 2018 6:48 am

Agnar of Audun wrote:1+ on OP and Dez' addition. With limits, on that, of course.

yeah like my little howker turning into a SOTL :D
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Re: New Tech - Ship Yard Hands

Postby William one eye » Thu Oct 11, 2018 10:56 am

DezNutz wrote:Would be great if the dry dock would allow you rebuild your ship. Say for instance you have a Frigate, you dry dock and in dry dock it could be rebuilt into a Large Frigate, with some attribute loss.


Not certain this makes sense.
You are talking about different hull designs.
Perhaps you could scrap ships, and get money and materials to go towards building a different ship.
Say your get 85% of the value, plus 100% of materials.

Another thought for actions that could occur in this area.
Structural rework would be interesting.
Would love to be able to switch part of the gun decks for cargo holds or part of the cargo holds for gun decks. Perhaps removal of structure to increase speed at the cost of a weaker hull, or increased strength by adding structure at the loss of speed.
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Re: New Tech - Ship Yard Hands

Postby William one eye » Sat Dec 01, 2018 7:05 pm

Bump because similar idea is being reviewed.
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Re: New Tech - Ship Yard Hands

Postby Cutpurse » Sat Dec 01, 2018 8:15 pm

while this suggestion is great, i do not think it is benefical to allow individual to store more than 20 large, precious vessels in perfect safety. during some events like war, only marina space defines how much valuables can be hidden.

if there would be limit, that dry dock can only store ships smaller than large frigate i could agree to this. that should allow storing of golden oldies, 100 point trade/tail ships, or frigs and flags with high attributes/sentimental value.
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Re: New Tech - Ship Yard Hands

Postby William one eye » Sat Dec 01, 2018 11:29 pm

This is a good point. In war turns become rather valuable. I would seldom store active use ship here. However it would free up marina slots that store antiques and ships with personal historic value. Meaning a player like me could then park value ships. Another similar concern would be that ships could get permanently stuck here if a player goes inactive. I still favor the idea.
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Re: New Tech - Ship Yard Hands

Postby Hawk » Tue Mar 12, 2019 9:38 pm

My view would be, have a new Shipyard building, which has Private Marina as a prerequisite. Each level is an extra work slot. Then shipyard hands are the tech that reduce work time perhaps in addition to the functions you already stated.

Otherwise with the addition of a ship trait being an upgrade option, I am all for this suggestion.
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Re: [Review]New Tech - Ship Yard Hands

Postby sXs » Sat Mar 16, 2019 4:21 pm

+1

Original post may need to be reworked a bit to account for expanded Marina and possible add in for Falgship.
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