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omniconda

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Everything posted by omniconda

  1. if anything it should join your fleet of ships as an NPc that would then be dragged into battle with you in its damaged state, if a captain said to 30 of his men here get on that ship with all this expensive loot we just risked your lives for an wait at port for me to come take the gold for it. He would never see those men again..... a captain should stay with his prize or risk losing it. dragging dmged traders with leaks an minimal crew into battles fully loaded with cargo wouldnt be profitable and you could escort them to port yourself
  2. i disagree, you say social aspect i say scammer heaven why should i gave 100000s in goods to a stranger who can ignore me an take my stuff with no penalty? crafters wouldnt need more than 1-2 workshops to craft large ships at daily and could still produce other items with clan help that is even less of an issue crafter builds shipyard his clan build teh workshops they all lose 1 slot each for the ability to have ships at will. you are ofcourse entitled to dislike it as its an idea and work in progress
  3. My first suggestion so sorry if its real bad or i get the mechanics wrong. - LONG POST I propose reworking the labour system which was initially just to craft ships and parts but recently got merged with the new production buildings. Why Labour is the major stopping point for ship crafting The current regen is enough to use buildings but not craft and buildings together Current chat spam of buying an selling hours limiting play as you have to be in capital usually for this Safty - trading your goods to another to use their hours just isnt safe - scamming Forced shipyard placment - a trader snow doesnt have the hold capasity to move all the part of a large ship to another port in 1 run This is just a few reasons i came up with you may not agree to all but if you craft you will agree with most. How - option 1 - basic fix - Contracts Add contracts to the craft menu to sell labour hours like other goods everyone has acess to the same hours per day these could be sold via contract with prices set by buy/sell for blocks of hours taken from the seller at once and halfing their labour regen until contract complete. this achieves a safe way to buy hours without handing over your goods and the contracts can be placed in ports where a shipyard is know to exist ie clan bases so parts dont have to be shipped in dangerous waters, Freeport shipyards can be profitable with multi nation labour.and nation trading from extra visitors Exploits - multi accounts placing contracts to use labour regen for money printing How - option 2 - in depth - Buildings + craft lvl Remove Labour requirment from resource production or add a set value for removing goods regardless of quanity. Half current Labour regen by default to limit the hours available after above change - this is to limit the market quanity of hours. Add new building Workshop, or some variant of a workshop that generates additional hours. available in that port. this building would make labour rather than resources which could be used to increase production buildings in that town or used in crafting. These hours could then be listed in the store with other goods for use by other players with buildings in that port like shipyards. workshop lvl 1 - 500 hous per day storage 1500 - cost 25k lvl 2 - 750 hours per day storage 2250 - cost 200k lvl 3 - 1000 hours per day storage 3000 - cost 1m How this effects the current system. New Trade market with Labour thats not port transferable. AI can make limited quanities of Labour for ports with no workshops increasing player production costs and making market goods more volitile, ie 100 silver mines in mortimer will need alot of hours for everyone to produce cheaply forcing them to be spread to other ports for cheaper production. Clans can build labour for their crafters and solo crafters can support there own production at the cost of a resource building. Storage of building hours allows for faster fleet rebuilds to encourage more PVP in larger ships and is limited by available resources that would also be using those hours. Additional - some ports could have a higher natural labour production as a way of representing the cheap labour of slavery or booming colonists that where a major part of these times without an ingame referance to them. Concept Port 1 - natural labour production 500 hours - no work shops - can support 10 player building or 500 crafting hours Port 2 - natural labour production 750 hours - no workship - 15 player buildings or 750 craft hours If a workshop is built in port one i can now support 10 more player buildings at full production or 1000 crafting hours in a shipyard Port 2 also gets 1 workshop but no new player buildings, labour can be used for 0.2 extra production in buildings or 1250 craft hours in shipyard. this makes port 2 more profitable and in demand so players build here lowering excess production. once port 2 has 25 player buildings its equal again hower if it then goes to 30 building production would drop to 0.9 making it less profitable to build here. This make far off ports valuable land for trade hours with the threat of being on the border. I feel this is a more natural labour usage than the player always carrying enough workers for 1500 hours of work small vs large nations small nations will be very close and as such labour will be confined in a few ports increasing production and keeping the econmy running large nations will spread out labour over the empire increasing trade and not leaving parts of the map unoccupied due to distance, they benifit from more natural labour production. Exploits multi accounts spamming ports with production building - tho more expensive than idea 1 as it requires cash investment Sabotage of port production - player builds 5 workshops so players move to that port then deletes them all screwing those buildings till more are build. This is just an idea it will ofcourse not be perfect and require tweeks - all numbers are representational and just for showing concept no balancing was taken into account. Omni EUpvp1
  4. http://i.imgur.com/geC5jre.png attached Print screen of chat txt from battle and me sunk. I attacked a trader Brig and Brig Fleet and was alone upon battle start. after 5ish mins a suprise joins in too who i ask to leave the battle. He refuses then goes on to fire a full broadside into me as im about to board trader then capsizes me ship. Clear green on green, players involved me - Omniconda killer - LLooLL thx in advance
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