by William one eye » Sat Feb 02, 2019 3:41 pm
perhaps some of these ideas may be useful.
I suggested variations of fishing styles to affect yield in the
Fishes concept thread
It was permit by port similar to a suggestion posted in this thread
My suggestion in fishes concept thread here.
viewtopic.php?f=5&t=2870&start=10&hilit=nets
From fishes thread.
Perhaps a player could choose the type of fishing.
Longline,
Trolling,
Seine netting
Drift netting
Each could come at a different cost and would be equipped by fleet or ship, each would perform differently, and possibly favor different ports or conditions.
Perhaphs the cost could be the equipment, or maybe you would need to buy a licence or permit to use the method in each port.
For example.
Lvl 1 permit allows you to troll
Lvl 2 permit allows you to troll or seine
Lvl 3 permit allows you to troll, seine, or longline,
Lvl 4 permit allows you to troll, seine, longline or drift net.
Permits must be purchased by port
maybe you even need to level up tech to use certain equipment.
SHM suggested whaling
Whaling could present some interesting game options - so long as it functioned in a technical way that required skill.
Instead of fleet to fleet combat, it might be similar but
Fleet to whale combat. Possibly not knowing how dangerous a specific whale is until you have engaged.
What if you had 3 types of vessels.
Skiff - a Light craft. . Low cost and too small to be raided subject to damage and does not require permits. These are considered private fleets and capacity is limited. I am suggesting we set the limit of how many you can run and how much they produce so that it helps new players, but is useless to established players.
Doggers, comercial fishing vessels, as described per this discussion, feel like the specialization i suggestion above,
Might tie in well.
I am suggesting you attribute and permit by fishing style.
They are port specific, Subject to damage and raiding.
Other wise like the direction this is leaning.
Whaler. Travels port to port fighing npc monster whales. Whales should be worth a substantial ammount of money.
Fleets gain danger during battles with whales. If you the kill a whale the danger is incurred. they then must deliver a captured whale to a list of npc generated port markets for profit. Each market pays a different rate and some may be more dangerous to reach than others. This is indicated when where you are on the screen that selects the delivery port. Danger in market delivery is gained at departure for that market and is added to danger generated while fighting the whale. Fleet is than at risk of being attacked at kill site or destination. Attack on a whaler is 50/ 50 fail sucess. Per attack until the whalers are taken or the danger has been reduced below visibility. If you capture a whaling fleet, you may only get the whale or you may capture the tail whaling ships also. Any remaing fleet danger conveys with the whale and adds to any you incurred attacking the whaler. You are informed of the destination port and must deliver the whale to the originally selected port to get profit from it. This applies at kill site mid journey or at market port.
For all types of fishing and whaling, yeild per port could be port seasonal, affected by weather, or ships on the seabed in that port, ect and these conditions change sometimes or possibly often.
Perhaps you could check fishing or weather condition reports
To choose the best port and type of equipment/permit to use.
Players might need to share experiences to teach what styles of fishing work best in which ports and what works best under different conditions.