Fishing Ship - Dogger (Medium)

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Re: [Review] Fishing Ship - Dogger

Postby Most Lee Harmless » Fri Apr 26, 2019 8:58 pm

This is not a pirate only flagship therefore it has no value and just wastes time which could be spent talking about a pirate only flagship.

I shall make that my new sig.
-1 : Move to archive.
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Re: [Review] Fishing Ship - Dogger

Postby PFH » Sun Apr 28, 2019 4:12 pm

Stan Rogers wrote:
El Draque wrote:Ok so time to over complicate :) :)

So my thoughts are this:
1. Having a specialty ship is right on. A fishing ship with a net will always catch more fish than a Howkers crew with poles, and why would you use a SOTL?
2. I would say look at current fishing regs. You must get a permit and fleets can only take as much as the quota offered by the governing entity. (like the amount of available land in plantations per port...hmmmm??)
3. When i first started I had 10 fleets fishing to make some coin, which is different than if I did the same now.
4. Why shouldn't those who want to fish be able to research for more production?

My suggestion steals a little from everyone.
1. New fishing ship
2. one tech tree to increase yield (maybe upgrading nets, cargo hold, salting practices)
2. Low level players may have (x) fleets per port till level (x) for free
3. Those who want to fish a ports waters get a licence for ($ x) (lasts 30 days, doesn't need approval, goes right to tax income and auto renews till unchecked) and cost is per fleet. Dont get the licence, your poaching, and go on port gossip and you gain disfavor with nation every day, hit (x) disfavor and go on plunder boards as a poacher
4. With that licence, comes a monthly quota, exceeding that quota decreases the amount of money you can sell your extra take for. ie: half price (makes you balance your fleets)
5. You can "bribe" the port or controlling country to double or triple quota. (that will take approval and $$$ and must be done manually every thirty days).

So were is the risk?
1. If you go over quota, and have not acquired extra papers, you go on port gossip and start getting disfavor with nation everyday, hit (x) disfavor and go on plunder boards as a poacher
2. There could be natural events that hamper or boost production like, red tide -50% haul or Stormy seas stir up food +25% haul or you managed to find a school of swordfish, goods sold at 125% or you nets ripped on the sunken hull of "random active players name's" ship, no income today while you repair.


You got some good idea's there but yea, a tad over complicated. :y Lets go even more . I'd like to think I could fish in any of my own nation ports without a licence or 1 licence covering all national ports. Purchasing port licences in foreign nations I also like with the poaching aspect.
Where it could get tough is when new players try to fish starting off imposed with licences, fines, hostilities etc.

For some reason though, the poaching aspect appeals to me. Perhaps because it is a way to again promote more confrontational issues which should lead to more battles.

The poaching appeals to me as well.

Draque i would post a separate suggestion for that :)

I think it will come with great feedback.
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Re: [Review] Fishing Ship - Dogger

Postby Kangaroo » Mon Apr 29, 2019 12:50 pm

I don't understand the need for complication.
SOTL is a vessel for war
Galleons and Merchtman are vessels for trade
Having a fishing vessel that does just that without all the addons and takeaways makes sense
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Re: [Review] Fishing Ship - Dogger

Postby Magnus the red » Tue Apr 30, 2019 2:03 am

Kangaroo wrote:I don't understand the need for complication.
SOTL is a vessel for war
Galleons and Merchtman are vessels for trade
Having a fishing vessel that does just that without all the addons and takeaways makes sense

I'd welcome a new ship not a new tech tree I'll compromise to that
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Re: [Review] Fishing Ship - Dogger

Postby sXs » Wed May 01, 2019 8:28 pm

Magnus the red wrote:
Kangaroo wrote:I don't understand the need for complication.
SOTL is a vessel for war
Galleons and Merchtman are vessels for trade
Having a fishing vessel that does just that without all the addons and takeaways makes sense

I'd welcome a new ship not a new tech tree I'll compromise to that


We already have enough ships that are rarely used. Simply adding a ship does not fix the issues with fishing if there really are any.

Seems people are ok with a specialized fishing ship, They want more specialization for guild play, but when it comes to pirates, people go nuts against any pirates specialization.

I will reconsider my position here when I see pirates get a fair shake of things. Until then my vote remains no to this, no to new officers for fishing, no to any guild changes.

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Re: [Review] Fishing Ship - Dogger

Postby DezNutz » Wed May 01, 2019 8:50 pm

As I said in the other topic, an approved suggestion does not equate to a high priority for implementation
I'm only here for Game Development and Forum Moderation.

If you see a forum rule violation, report the post.
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Re: [Review] Fishing Ship - Dogger

Postby Most Lee Harmless » Wed May 01, 2019 9:15 pm

Heres my counter offer to Feniks : I shall vote no to any specialisation of any kind for pirates unless you stop forever banging on about this damned flagship.. which has already been approved with special traits for pirates.. but of course.. nothing special is ever done for pirates, is it.

See.. those kind of ultimatums work both ways.. for and against what you want.
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Re: [Review] Fishing Ship - Dogger

Postby Vane » Thu May 02, 2019 2:21 am

Danik wrote:Heres my counter offer to Feniks : I shall vote no to any specialisation of any kind for pirates unless you stop forever banging on about this damned flagship.. which has already been approved with special traits for pirates.. but of course.. nothing special is ever done for pirates, is it.

See.. those kind of ultimatums work both ways.. for and against what you want.



Fishing fleets cant be skirmished, cant be tracked on the gossip page, and take on average 5 hours to complete so HN's are useless and FoJ's are the only option to hit them,..... on top of that fishing is already quite lucrative "ESPECIALLY" given the low risk.... it needs no support.

You call a couple lousy traits to the flagship special??

Im with Feniks, and further... for me its simply a "NO" for any and all trade / national upgrades or implementations until pirates get something worth fuckin while.
"Not all treasure is silver and gold mate."
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Re: [Review] Fishing Ship - Dogger

Postby Magnus the red » Thu May 02, 2019 2:23 am

Charles Vane wrote:
Danik wrote:Heres my counter offer to Feniks : I shall vote no to any specialisation of any kind for pirates unless you stop forever banging on about this damned flagship.. which has already been approved with special traits for pirates.. but of course.. nothing special is ever done for pirates, is it.

See.. those kind of ultimatums work both ways.. for and against what you want.



Fishing fleets cant be skirmished, cant be tracked on the gossip page, and take on average 5 hours to complete so HN's are useless and FoJ's are the only option to hit them,..... on top of that fishing is already quite lucrative "ESPECIALLY" given the low risk.... it needs no support.

You call a couple lousy traits to the flagship special??

Im with Feniks, and further... for me its simply a "NO" for any and all trade / national upgrades or implementations until pirates get something worth fuckin while.

No one listened when I mentioned that maybe they will listen to you
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Re: [Review] Fishing Ship - Dogger

Postby Vane » Thu May 02, 2019 2:30 am

Doubt it :D

Traders listen to Traders and Pirates listen to Pirates, been that way since the start... thing is, there are far more traders than pirates so the broken record continues to screech.
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