New Feature - Whaling

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New Feature - Whaling

Postby Kyle Gunwale » Tue Oct 27, 2020 3:47 am

I think a new addition to the fleet actions would be a good idea.

So you could go on a Whaling adventure, which would be a two step process. First, you send your fleet on a whaling adventure around a port (like a shipwreck hunt). This phase would take a 6 hour base rate which could be sped up by 20 turns. Once this is done, you will spot a certain sea creature depending on crew and cargo space. Now comes the second phase.


In the second phase, you can choose to send a fleet to go hunt the creature. The creature will leave after 5 hours of you don’t send a fleet after it. You will get food from this so there will be a box to check if you want to either sell food to market or store in warehouse. The time this takes is dependent on a couple different things. The base rate for any creature is | (120(minutes) * 1-10|depending on level. 1 is level 1 2 is level 2 and so on. So at the very max, 20 hours is the longest time this will take. This time is decreased by 1 minute for each cannon in the fleet. This can be sped up like hideout buildings, with each turn invested advancing the timer by 10 minutes. When the hunt finishes, you will get a reward based on


Now for the fun part :D
All of the different sea creatures you can encounter and the rewards they give.
[NOTE] rewards are calculated by GC= (base value) * 2.1-3 (based on level like the time rate) FOOD: set rate for each creature not dependent on level.


Bull shark- 50k gc 800 food
Hammerhead shark - 65k gc 800 food
Great white shark - 80k gc 900 food
Whale shark - 85k gc- 1200 food
Killer whale - 100k gc 1000 food
Humpback whale - 150k gc 1200 food
Right whale - 150k gc 1500 food
Sperm whale - 200k gc - 1700 food
White whale - 300k gc - 2100 food
The Kraken - 100k gc - 6000 food
The Megalodon - 500k gc - 3000 food

This is just an idea I came up with while showering so I don’t know if this would work. Feel free to reply with suggestions to make it better or to change some rates or equations. I hope everyone likes this because back in the age of piracy there were lots of whalers so I think it would make sense.
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Re: New Feature - Whaling

Postby Madshan » Tue Oct 27, 2020 5:51 am

+1
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Re: New Feature - Whaling

Postby Leo the Conqueror » Tue Oct 27, 2020 1:10 pm

Kyle gunwale wrote:I think a new addition to the fleet actions would be a good idea.

So you could go on a Whaling adventure, which would be a two step process. First, you send your fleet on a whaling adventure around a port (like a shipwreck hunt). This phase would take a 6 hour base rate which could be sped up by 20 turns. Once this is done, you will spot a certain sea creature depending on crew and cargo space. Now comes the second phase.


In the second phase, you can choose to send a fleet to go hunt the creature. The creature will leave after 5 hours of you don’t send a fleet after it. You will get food from this so there will be a box to check if you want to either sell food to market or store in warehouse. The time this takes is dependent on a couple different things. The base rate for any creature is | (120(minutes) * 1-10|depending on level. 1 is level 1 2 is level 2 and so on. So at the very max, 20 hours is the longest time this will take. This time is decreased by 1 minute for each cannon in the fleet. This can be sped up like hideout buildings, with each turn invested advancing the timer by 10 minutes. When the hunt finishes, you will get a reward based on


Now for the fun part :D
All of the different sea creatures you can encounter and the rewards they give.
[NOTE] rewards are calculated by GC= (base value) * 2.1-3 (based on level like the time rate) FOOD: set rate for each creature not dependent on level.


Bull shark- 50k gc 800 food
Hammerhead shark - 65k gc 800 food
Great white shark - 80k gc 900 food
Whale shark - 85k gc- 1200 food
Killer whale - 100k gc 1000 food
Humpback whale - 150k gc 1200 food
Right whale - 150k gc 1500 food
Sperm whale - 200k gc - 1700 food
White whale - 300k gc - 2100 food
The Kraken - 100k gc - 6000 food
The Megalodon - 500k gc - 3000 food

This is just an idea I came up with while showering so I don’t know if this would work. Feel free to reply with suggestions to make it better or to change some rates or equations. I hope everyone likes this because back in the age of piracy there were lots of whalers so I think it would make sense.


+1

It's obvious that you spent a fair amount of time thinking about this. Nice work with the calculations. I would like to say I don't think that each of those monsters gives nearly enough food, seeing how long a fleet would have to be out for. Here is what I think it should be:

Bull shark- 50k gc 1500 food
Hammerhead shark - 65k gc 1500 food
Great white shark - 80k gc 1700 food
Whale shark - 85k gc- 2000 food
Killer whale - 100k gc 1800 food
Humpback whale - 150k gc 2000 food
Right whale - 150k gc 2500 food
Sperm whale - 200k gc - 2800 food
White whale - 300k gc - 3000 food
The Kraken - 100k gc - 10000 food
The Megalodon - 500k gc - 6000 food

Ahh, that looks much better.
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Re: New Feature - Whaling

Postby Kyle Gunwale » Tue Oct 27, 2020 2:00 pm

Señor Bigote wrote:
Kyle gunwale wrote:I think a new addition to the fleet actions would be a good idea.

So you could go on a Whaling adventure, which would be a two step process. First, you send your fleet on a whaling adventure around a port (like a shipwreck hunt). This phase would take a 6 hour base rate which could be sped up by 20 turns. Once this is done, you will spot a certain sea creature depending on crew and cargo space. Now comes the second phase.


In the second phase, you can choose to send a fleet to go hunt the creature. The creature will leave after 5 hours of you don’t send a fleet after it. You will get food from this so there will be a box to check if you want to either sell food to market or store in warehouse. The time this takes is dependent on a couple different things. The base rate for any creature is | (120(minutes) * 1-10|depending on level. 1 is level 1 2 is level 2 and so on. So at the very max, 20 hours is the longest time this will take. This time is decreased by 1 minute for each cannon in the fleet. This can be sped up like hideout buildings, with each turn invested advancing the timer by 10 minutes. When the hunt finishes, you will get a reward based on


Now for the fun part :D
All of the different sea creatures you can encounter and the rewards they give.
[NOTE] rewards are calculated by GC= (base value) * 2.1-3 (based on level like the time rate) FOOD: set rate for each creature not dependent on level.


Bull shark- 50k gc 800 food
Hammerhead shark - 65k gc 800 food
Great white shark - 80k gc 900 food
Whale shark - 85k gc- 1200 food
Killer whale - 100k gc 1000 food
Humpback whale - 150k gc 1200 food
Right whale - 150k gc 1500 food
Sperm whale - 200k gc - 1700 food
White whale - 300k gc - 2100 food
The Kraken - 100k gc - 6000 food
The Megalodon - 500k gc - 3000 food

This is just an idea I came up with while showering so I don’t know if this would work. Feel free to reply with suggestions to make it better or to change some rates or equations. I hope everyone likes this because back in the age of piracy there were lots of whalers so I think it would make sense.


+1

It's obvious that you spent a fair amount of time thinking about this. Nice work with the calculations. I would like to say I don't think that each of those monsters gives nearly enough food, seeing how long a fleet would have to be out for. Here is what I think it should be:

Bull shark- 50k gc 1500 food
Hammerhead shark - 65k gc 1500 food
Great white shark - 80k gc 1700 food
Whale shark - 85k gc- 2000 food
Killer whale - 100k gc 1800 food
Humpback whale - 150k gc 2000 food
Right whale - 150k gc 2500 food
Sperm whale - 200k gc - 2800 food
White whale - 300k gc - 3000 food
The Kraken - 100k gc - 10000 food
The Megalodon - 500k gc - 6000 food

Ahh, that looks much better.




Thank you, I think that does look better :D
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Re: New Feature - Whaling

Postby William one eye » Tue Oct 27, 2020 2:39 pm

This is not the first time this has been suggested.

This version is interesting.
I like the assoutment of species.
However perhaphs once your fleet has found the creature, it would be more interesting if you actually had to perform some sort of skilled input to catch it.

I actually proposed a whaling feature where you had to catchbthe whale and return it to port. In route it would be possible to get raided and have your whale stolen.
The raided could then be at risk of losing it until it reached a port and was sold.
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Re: New Feature - Whaling

Postby Leo the Conqueror » Tue Oct 27, 2020 2:44 pm

Yes, that's a good idea, Will. This is actually a great way to make plunder-central players earn more money, all the while making trading more fun for merchants.
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Re: New Feature - Whaling

Postby William one eye » Tue Oct 27, 2020 2:46 pm

This was from the thread fishing ship dogger.


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Re: [Review] Fishing Ship - Dogger
Postby 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.
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Re: New Feature - Whaling

Postby Kyle Gunwale » Tue Oct 27, 2020 2:53 pm

William one eye wrote:This is not the first time this has been suggested.

This version is interesting.
I like the assoutment of species.
However perhaphs once your fleet has found the creature, it would be more interesting if you actually had to perform some sort of skilled input to catch it.

I actually proposed a whaling feature where you had to catchbthe whale and return it to port. In route it would be possible to get raided and have your whale stolen.
The raided could then be at risk of losing it until it reached a port and was sold.


I like the interaction part of it, but not the raiding. This would make it very easy for smaller whaling fleets with sloops or brigs to lose the maybe 20 hours of time put in. I think if the tow was able to be stolen, the whaler fleet would keep half the food or something so they don't lose all the time. And maybe add some voodoo to keep all the loot even if raided... :wheel
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Re: New Feature - Whaling

Postby William one eye » Tue Oct 27, 2020 10:26 pm

Currently as proposed it is basically a zero risk trade

of either turns for food and gc.
Or of fleets opportunity cost elsewere while you wait.

The low risk means people will disproportionately
Favor this activity over higher risk activities.

You need risks. Risk the creatures can harm or sink your fleet.
Or risk from other players.

Shark hunting with sloops. Yes
Kraken hunting with sloops, probably not.

I would suggest as the size of the prey increases,
So should the strength of the hunting fleet. I think using
An ill equiped fleet should definitely end badly.
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Re: New Feature - Whaling

Postby The Lamb » Wed Oct 28, 2020 4:57 am

William one eye wrote:I would suggest as the size of the prey increases,
So should the strength of the hunting fleet. I think using
An ill equiped fleet should definitely end badly.


+1
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