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Coaster

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Posts posted by Coaster

  1. Sounds like the proposed changes will make ships far more personalised.

     

    It would be nice, however, if the new crafting process was able remove 'Traders <ship>' classifications. If you want a Brig that's stripped for cargo, that's what you order from your Shipyard. But its a Brig, not Traders Brig. Someway for enemies to spot that its not a regular Brig might be needed though.

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  2. Greetings

     

    First post here, but i've been following the game for 2 years, so i will try to keep it concise.

     

     

    As it currently stands, a ship has a Durability value. When it sinks, its loses 1. When it arrives at 0, its gone. Otherwise, it lasts forever.

     

    I would like to suggest a change, which would better reflect the lifetime of a ship, as well as provide economical avenues to refurbishing ships, and keeping a sense of economy in a PvE environment.

     

    The change would be that ships Durability be represented in a % format.

     

    When sunk, a ship would lose a set % value. (example 15%)

    When on Open Sea, a ship would lose % based on time spent. (example 1% every 3 hours)
    When sat in Port, a ship would lose % based on time spent. (example 1% every 3 days)
    When a ship reaches 0%, its statistics are drastically reduced (to at least allow travel to a port). If being sunk causes the % to reach 0, the ship is gone.

     

    A new crafted item "Refurbishment Contract" available, made mainly from Labour Hours. Its purpose is to restore % to vessels. The cost to replace 100% should be greater than that of building a new ship. Each Ship type would require a varying amount of these to reach 100% (example a cutter requires 1, a victory 100) so "Refurbishment Contract" covers all (and there not be a plethora of different ones).

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