Magnus the red wrote:Is their an estimated time on this?
I know that CJ wanted a baseline done in March so he could start programming it. When he starts and how long it will take is outside of my realm. I am sure he will have a response.
Magnus the red wrote:Is their an estimated time on this?
Danik wrote:Flag status will be free in the first instance
Danik wrote:Once the ship is no longer yours it carries no flag thus is just a standard ship with such traits and attributes it had before Flag status was given to it. As its likely any ship chosen will in itself be desirable and have value then the new owner still has gained value and deprived the old owner of added value.
"You have plundered an enemy's Flagship. Would you like to use it as your Flagship?
Danik wrote:doubling the plunder taken from the targets purse.
Danik wrote:1)
2) Agree. However if the player already has a flag-ship then that will revert to its original state when replaced with the plundered flagship which keeps its state.
Charles Vane wrote:Could you elaborate on this CJ... “and a cap of 50k,”
Is this just for skirmish?
Is it just a cap on amount earned additionally?
Or will i no longer expect to hit a merchant fleet and bring in 250k if their purse is large +70k thanks to piracy tech when i raid?
Captain Jack wrote:That's an excellent baseline. I have prioritized it to be implemented during March but don't take my word for it as there are 2 weeks left and a national holiday (sat-sund-mon, that's three days!) for which I have plans. I will try though.
However, before I can start working on it, there are a few things, five in total, that I want to iron out. At the first 4, I am looking for elaboration. At the final one, I propose different functionality for the Elite Rummager trait.
Here they are:
1)Danik wrote:Flag status will be free in the first instance
We obviously do refer for the first instance of each player? Or each ship individually?
2)Danik wrote:Once the ship is no longer yours it carries no flag thus is just a standard ship with such traits and attributes it had before Flag status was given to it. As its likely any ship chosen will in itself be desirable and have value then the new owner still has gained value and deprived the old owner of added value.
If I get it right, when the ship is lost in any way (plunder,sinking,commandeer,sale) then we it is striped down of the extra trait. If the new player wants to use it as a Flagship instead, then he will want to do the usual procedure as described above.
At this point, I want to add that in the case of plunder during battle (and only this), the plundered should be presented with the choice:
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"You have plundered an enemy's Flagship. Would you like to use it as your Flagship?
If he chooses "Yes, name it as the Flagship of my entire Fleet" he will be able to retain the flagship as he plundered it, replacing his current one (if any) and avoiding the credit fee.
Additionally, this act should not consume the "first free naming instance". The above should provide extra incentive on plundering a valuable flagship.
3)Naming/Unaming a Flaship will be recorded in Ships Journal
4)Losing a Flagship during PLUNDER will be recorded in Global Events, but only this (ie, Commandeer will not produce an event).
5)Danik wrote:doubling the plunder taken from the targets purse.
This should be discussed further till the Flagship is implemented. We speak of the Pirate trait, which can be a collection of traits eventually and the player will be able to pick one of them. This does not interfere with the baseline development much. So you can propose extra "pirate only traits" to separate threads and not here.
If I got it right, we have two options for the Elite Rummager trait: we make the current 275k max to 550k and the extra (max 275k) paid by the game OR we keep the cap (275k) but we make it paid by the player (Danik's proposal). I have my reservations for both options. I am not in favor of changing what the player pays in plunder as it will render most of current strategies obsolete. It will also not encourage ownership of large amounts of ships, which is what actually helps piracy at the first place. So, I will focus at the paid by game option below (still, it should be quoted and replied in a new topic, at Suggestions, Pirate Only Flagship trait: Elite Rummager) as its functionality is an addon to the baseline suggestion and as such it should be discussed.
Let me break down the Elite Rummager into pieces:
My base problem here is that the max amount that can be generated per day (on 144 turns) through this way is around 10M. Which means that 100 pirates could generate up to 1B per day. Of course, we have few pirates now but what will happen if we start to get more? It does seem like a loophole to me. Not to mention that for this amount paid by the game, you are opening a cheating avenue for milking.
There is another major problem though and it is related to skirmish:
First, there is the question in what happens if the cargo is gold bars. A gold bars cargo could amount 1.2M. Will we double this as well? Obviously not, as this can be exploited.
Now, to the standard earnings, if we apply the doubling bonus to a standard skirmish attack, it is inefficient as the usual 4k-20k will become 8k-40k. This is nothing great.
Both notes above signify that the proposed functionality is unbalanced in comparison to the amount paid by the game for plunder. This is a high danger for skirmish as it might end up as a less attractive option. Still, the skirmish expansion of the game is important and cannot be undermined in such a way.
Let me propose a different functionality for Elite Rummager
So, instead I propose tripling of the amount and a cap of 50k, paid by the game. It will still give the same or more returns on average but it will not allow any exploitation or milking or undermining of skirmishing.