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Found 2 results

  1. Might I suggest players when crafting a ship that we have the option to craft a ship note or craft straight to a ship. Make ship notes stackable. We then store ship notes in our warehouse. Or, simply give us dockyards to store ships for clanmates. PS make paints craftable and stackable also. Plz and ty.
  2. Current system for gaining new ships is completely random in learning to build the specialty ships down the line, either by breaking them up or by building the base ship (i.e. break up a Privateer or build a Lynx or Trader Lynx for a chance to learn to build a Privateer). Having it purely luck based isn't very immersive: Trader Joe has built 100 Brigs but still can't build a Navy Brig, but Trader Jeff broke one up once and can build it just fine. Joe is frustrated (no gains from the huge amounts of resources) while Jeff is getting rich just from being lucky. So lets change it from a lottery system to one of hard work and investment paying off! Two different approaches that are much less "gamey" and add to immersion: Simulate Gained Experience: Have the chance of a ship note dropping increase for each ship built/broken up. Simulate Shipwright's School: At key crafting levels players gain the ability to "craft" courses in building specialty ships. For example: At crafter level 3, under Craft/Ships, you gain a new BP called "Course: Privateer Design". It costs 1000 labour hours and 100 gold coins. It produces a Privateer Note. At crafter level 10, "Course: Navy Brig Design" It costs 1,200 labour hours, and 120 gold coins. Produces a Navy Brig Note.
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