Fishing Ship - Dogger (Medium)

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Re: [Review] Fishing Ship - Dogger

Postby Shaydo » Wed Apr 17, 2019 8:22 am

As it stands I would be against a typically tech tree. Usually you are forced to specialise and can't get all techs, for me this goes against PG were you can be a trader one day and a pirate the next, without having to reassign each time you effectively force people to pick a profession.

If you go the option that you can achieve all techs then it's become a similar to what we already have with the academy.
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Re: [Review] Fishing Ship - Dogger

Postby PFH » Tue Apr 23, 2019 10:37 pm

Needs votes
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Re: [Review] Fishing Ship - Dogger

Postby sXs » Tue Apr 23, 2019 11:28 pm

Not as written. Needs more development to be worthwhile so -1 for me.
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Re: [Review] Fishing Ship - Dogger

Postby Shaydo » Wed Apr 24, 2019 4:32 am

Not the current proposal, i wouldn't like to make it that only 1 ship is capable of fishing.

-1
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Re: [Review] Fishing Ship - Dogger

Postby Kangaroo » Wed Apr 24, 2019 1:09 pm

+1 from me, diversity = sucess, giving people that want to fish some incentive can't be a bad thing
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Re: [Review] Fishing Ship - Dogger

Postby Banger » Wed Apr 24, 2019 3:48 pm

Fishing to me seems like such a peanuts income that is almost doesn't seem worth doing to me. However, I can see the need for new players to have an easy way to generate some income. If I was working with new players, I would never encourage fishing so I am not really one to speak on the topic. I am going to abstain here and I don't really understand the mechanics of fishing well enough and its not something that I have any interest in.
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Re: [Review] Fishing Ship - Dogger

Postby Stan Rogers » Wed Apr 24, 2019 4:16 pm

Adding a primary fishing vessel is not much different than adding a new merchant vessel or war vessel.
What a 'Dogger' will do is identify a new profession or perhaps not 'new' but certainly placing a player into a defined profession of fisher.
I don't see anything wrong with a segment of players calling themselves fishers and having a specialized ship for it.

A ship that is so slow, it is virtually unusable for trade even on the shortest routes taking hours to sail from Torg to Tzo but it can fish at a port and earn gold equal to a trade route at average market pricing.

Been a while since I browsed the full thread to refresh myself on the pro's and con's mentioned but the KISS theory comes to mind once again.

Edit- Just went back and refreshed my reading of the thread and now my head hurts :xx
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Re: [Review] Fishing Ship - Dogger

Postby sXs » Thu Apr 25, 2019 2:22 am

Stan Rogers wrote:I don't see anything wrong with a segment of players calling themselves Pirates and having a specialized ship for it.



Funny how that works isn't it.

Your support of a pirate only flagship is noted.
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Re: [Review] Fishing Ship - Dogger

Postby Magnus the red » Thu Apr 25, 2019 2:25 am

Fishing routes are much safer than trade routes therefore having them be less profitable would make sense in return for more safety
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Re: [Review] Fishing Ship - Dogger

Postby Stan Rogers » Thu Apr 25, 2019 2:25 am

Something no one has mentioned is the fact we still do not know if plantations are capable of producing the current food demands. Looking at both Gorum and Newland production numbers, it might come up a little short.

A saavy fisher could pull up his nets and head on a many days journey to one of these deprived ports and make a good profit for a while it seems. Not being able to move a ship from a port seems limiting to me however, if it is a 3 day sail from St Martin to Gorum, so be it.
Also, hate to speculate on future development but what happens if a nation is under siege or the port is blocked? There may go the fishers prime income for a spell. If he is unable to relocate, he's dead in the water so to speak.

Yea, it's become way too complicated again for my humble input ..
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