Fishing Ship - Dogger (Medium)

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Re: [Review] Fishing Ship - Dogger

Postby sXs » Sun Mar 17, 2019 10:43 pm

Ship Crew/5 + Ship Cargo/5 - Cannons per hour

Hawker 16 Food per hour
LMM =24 food per hour
TG= 30 food per hour
Dogger as written 3+20 = 23 per hour but damn thats less than both so we have to give it a bonus 20. Just to complicate things that are too easy now.

So a fleet of 5 LMM 120 food per hour X 13 (highest price for Food) $38,440
TG fleet 46,800
" Dogger" fleet 67,080

Tell me why? Why is it needed? CJ just tweaked the fishing formulas to eliminate cheap ships being used. Now you want to replace it with cheap ship?
If that is the case why not revert back to letting hawkers(cheap ships/fleet) have higher profit.

This basically just makes "Step one" of fishing tweaks as useless. It means "step one" was not needed.

Again, trying to fix a problem that did not exist in the first place by replacing it with the same problem that does not exist.
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Re: [Review] Fishing Ship - Dogger

Postby DezNutz » Tue Apr 16, 2019 3:33 pm

The Dogger isn't there to a fix a problem. I see it as door to potentially new techs, buildings, and revenue paths.
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Re: [Review] Fishing Ship - Dogger

Postby sXs » Tue Apr 16, 2019 7:03 pm

DezNutz wrote:The Dogger isn't there to a fix a problem. I see it as door to potentially new techs, buildings, and revenue paths.


Then rework fishing from the start. Port processing plants, buyers, experience based ships if dogger is implemented. There are alot of things you can add.
Don't just add it as a basic feature. Make it something worth the effort and time. Simply adding a new ship is boring and will relegate it to nothing more than it is now which is a seldom used feature that requires no effort and very little thought.
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Re: [Review] Fishing Ship - Dogger

Postby sXs » Tue Apr 16, 2019 7:16 pm

New port building: Fish Market. Allows fisherman to sell their wares for food base price -1.

Second building: Processing plant. Requires fish marker and warehouse. Allows fisherman to process and sell their processed products to port at food base price +2. Also allows transport of processed fish to be transported to other ports including food ports for a market +2 price.

Don't settle for the easy basic add ins. Make it worthwhile.

Fishing could become a small version of plantations. Fisherman required to rent mooring space in harbor.

Allow nations to actually expand and control their harbor space. (Similar to operating permissions and acreage expansion for plantations.)

So much could be added. If it needs a boost to make fishing worthwhile then do it right.
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Re: [Review] Fishing Ship - Dogger

Postby Shaydo » Tue Apr 16, 2019 8:44 pm

It seems all the ideas for this revolve around introducing a new ship, that would be the only ship allowed to fish and fleets would be solely comprised of this one ship. It removes any diversity in fishing and fishing fleet composition, it would also mean there defenseless and if theirs pirates around, would you really send a fishing fleet out without an escort or at least a cannon?

This is leading into many discussion around cost/ability/return. We're currently looking at a ship that may or may not be expensive, with no cannons that sinks when a battle ship sails to close to it.

Why not keep the ability to use any ship to fish, as it currently is, but introduce a new ship that effectively upgrades a fishing fleet?

The idea would be that the ship was expensive to produce and level but it improved the fishing ability of the fleet it was in.
You would only be allowed 1 of them per fleet, it would still have no cannons, and provides a fishing bonus of X to the fleet, or X per ship level.
You could introduce the Fishing Captain still but would only need 1 per fleet and only if you have this ship in the fleet. The Fishing Captain is the one that knows the waters and can direct the fleet to the best fishing spot, thus increasing the speed with which they catch fish, better the ship the further the captain can go the better the catch.
The ship could potentially have a large cargo hold, effectively the fleet catch storage ship, but only be allowed to be sent on fishing missions and not used for trading missions. Maybe it can only sail between ports with an empty hold.

You can then introduce a ship that is expensive to level up but when at level 10, it provides a substantial fishing boost to the fleet it is in.

There is another Gold sink introduced. New players can still starting fishing straight away in a Howker. Veterans have something to build up to improve their fishing turn over.

Fishing fleets can still be diverse and people can still use any ship they choose to fish. Including one of these ships in the fleet just makes it a lot better at it, you can then balance the other 4 ships in the fleet off with Fishing Speed or Defense in mind as people likely currently do anyway.

This seems that it would meet the different requirements that are floating around.
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Re: [Review] Fishing Ship - Dogger

Postby Shadowood » Tue Apr 16, 2019 10:11 pm

Or you could simply introduce a simple "Tech Tree" that allows you to research for certain bonuses.

No need for a new ships, no need for new officers.

Tech tree would have 3 branches. Battle Mechanics , Trade Practices, Politics. Like any tree, these would branch off from there with specialties in these areas.

One of the branches off the Trade Practices branch could be "Fishing". Each level of research for fishing increases production, with a cap at LVL "xx".

The Academy is kind of like a Tech Tree, however usually with a tree you need to complete one research before you can continue on to others. The academy you just research what you want when you want.

To keep this very simple. Just a new Research to the Academy. Very Simple and could be coded (i am assuming) pretty easy. Each level increases production. Done!
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Re: [Review] Fishing Ship - Dogger

Postby PFH » Tue Apr 16, 2019 10:13 pm

Shadowood wrote:Or you could simply introduce a simple "Tech Tree" that allows you to research for certain bonuses.

No need for a new ships, no need for new officers.

Tech tree would have 3 branches. Battle Mechanics , Trade Practices, Politics. Like any tree, these would branch off from there with specialties in these areas.

One of the branches off the Trade Practices branch could be "Fishing". Each level of research for fishing increases production, with a cap at LVL "xx".

The Academy is kind of like a Tech Tree, however usually with a tree you need to complete one research before you can continue on to others. The academy you just research what you want when you want.

To keep this very simple. Just a new Research to the Academy. Very Simple and could be coded (i am assuming) pretty easy. Each level increases production. Done!


+ten trillion to this
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Re: [Review] Fishing Ship - Dogger

Postby sXs » Tue Apr 16, 2019 11:08 pm

One issue with this. Fishing is primarily a way for newer players to make coin.

A tech tree takes it out of the hands of new players.
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Re: [Review] Fishing Ship - Dogger

Postby PFH » Tue Apr 16, 2019 11:22 pm

Not precisely. Its an add on. Perhaps a bit of both? The tech tree could upgrade existing brigs and fluyts for use of fishing. I dont see an issue with that personnally
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Re: [Review] Fishing Ship - Dogger

Postby sXs » Tue Apr 16, 2019 11:29 pm

I am going to stick with my thoughts. If it needs to be done then do it right.

Simply adding a tech is no different that simply adding a ship. I do like the idea of adding new techs and a tech tree is a great way to do it, but again, let's do this right. Let's live up to the claim that Pirates Glory is a thinking man's/woman's/..... (insert non offensive identifier here).

None of it has to be complicated but make it worthwhile or don't do it at all.
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