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NoShipSailsForever

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Everything posted by NoShipSailsForever

  1. of all the ideas here there aren't many ones that are actually good for both sides... i can understand the PvP players that say that risk-free teleporting of goods s*cks...true...but as it is also stated... sailing 6hours in one direction and then lose your stuff maybe even near the destination port...will s*ck hard and i don't think any trader will do so again then which will result in the problem with sky rocketing prices especially would that be hurting in my opinion if the stuff you got there wasn't only bought, but from your own production, as it is now (costs you money + labor)...if you have maybe 4 Iron Mines at level 3 in a port... you can get at max 900 iron ore atm per mine every 3 days... that would result with 4 mines in 3600 iron ore for 78 gold which would be 280800 worth of gold...BUT you would also have the labor hours which will be something like 450-10% = 405 labor hours per mine...so 1620 labor hours wasted...maybe atm not completly because you could only transport 3200 at a time as it is now...just as another point to think about ideas i think are more fitting of mentioned or were not yet mentioned: 1. short trading routes, used by more traders 2. either making your fleet ships to trader(s) or adjust the fleet ships to take your (captured / build / bought ships...maybe with increasing rank requirement so that a midshipman can't take 3rd's as fleet) 3. the idea which in this post http://forum.game-labs.net/index.php?/topic/10900-ship-purpose-flexibility/regarding to remove the trade shis as whole, and to adjust the warships instead (less cannons = more cargospace, more cannons = less cargo) this would probably result also in more thrill in battles as you woulld need to enter a battle to see if the cannon ports are open or closed...so you will never know if it is a modified trader 3rd Rate you attack there...or a normal war ship...some may cry that it was not so historical that a warship was used for that at taht time...but isn't it MY choice how I use MY ships? 4. let your clan mates help you on escort trips...even with those 6hour ones...would be an idea, sure...but would you really find someone to escort you on this kind of boring trip? 5. the idea with different cooldowns...shorter one for ship only (e.g. fighting purpose) and a longer one with cargo
  2. the shipyard with incr. LH gain? maybe... but it's a double edged sword for anyone only contributing to ship building by only making materials and having no shipyard but 5 mines instead. i would prefer it when your labor hour income would increase with you crafting rank...like you start with 40 / hour and get +1 for every crafting level (and adjusted max pool). this way you could progress a little better AND especially if you also have 4 mines in addition to the shipyard...you need more labor anyway... because if you have like (all level 3) an Iron Ore Mine (max 900), a Hemp Plantage (i think also max 900), a live oak forest (150 max) and maybe a gold mine (120 max) you will need around 50% of the maximum every 3 days to collect them which will be around 1k labor hours + the amount of money (which i don't care about because i see it as payment for the invisible NPC workers)
  3. you mentioned the mines...i mean hey, they are a good idea...but taking gold+ labor hours from you to collect? this sets you even more back as crafter because an irone mine aline (at level 3 with max. 900 ore) will charge you around 400 hours + 78g / iron ore...if you then also have let's say a gold mine you mentioned , a live oak forst and maybe a coal mine... good luck with crafting when you have to spent like 1k labor only to get your self earned materials...i don't even mind pay for them as some kind of payment for the invisible NPC workers that did it...but labor? as long as this is implemented this way, and especially when the production of NPC port shall go down in the future...i don't think it will get cheaper... but to get back to the main part of this topic...i am also +1 for implementing higher xp gain for CNs. i would say even that 50% of the labor as XP would be okay (75 for copper, 100 for silver and 125 for gold then) as anyone contributing to ship building will at least make a bit of progress then. if the NPC production stops at some point...and it's player based only you will need at least 3 people to craft a single ship (material wise)...
  4. Nation: Briten Clan: Privateers [PVTS] Leader: Horizon Offiziere: Joschy Cpt Bluebeard Teamspeak: mudla.net (ohne pw) / Discord auch verfügbar Server: PVE 1 USA
  5. I actually thought about the same feature, also regarding the fact that the seperate "trader ships" would be removed, but a little else. What I think would be nice would be: Being able stack cannons in your warehouse (that would also make it easier to sell them if you have like 20 of them, as you can only sell them 1 by one atrm) Make it kinda like you said with the amount of deck guns, so that you can say "Hey, I want only...5 of 14 cannons on my lower and middle deck of my 3rd Rate and like 0 of 9 on the top deck." While each cannon has a percentage X it reserves as OP mentioned space for needed crew, ammo etc. depending on the ship and each ship has a maximum and minimum cargo capacity (let's say 10 to 20x the current amount of the war ships when it would have NO cannons mounted and e.g. 10% reserved which would be the value they have now). I would go with a percentage for guns instead of a fixed value because it would probably totally kill the smaller ships in capacity when it is too huge or make big ships the best traders ever, if it would be too small. The percentage would adjust with the total amount of guns of the ship so e.g. a 3rd Rate with it's 2 bow, 2 stern and 2x 37 side cannons (14+14+9)and the actual fix cargo value of 350 would the maybe go with Minimum Cargo Capacity: 350 (all possible cannons are mounted) Maximum Cargo Capacity: 3500 (wiith the above mentioned 10x more Cargo and not a single cannon mounted) Cannons: 78 (2 Bow, 2 Stern, 2x9 Top Deck, 2x14 Middle Deck, 2x14 Lower Deck) in the below linked google-spreadsheet anyone can calculate this the way i meant it. but remember: 100% Cannons = only minimum Cargo https://docs.google.com/spreadsheets/d/1f5FEpmN-ffkUrdEsLXrf2_7c7v0NolWrIY7KXoFH0zE/edit?usp=sharing
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