Search the Community
Showing results for tags 'industry'.
-
This is my first post, and let me say I really really like this game...and I think some of the Devs may have played EvE online and star trek online. and, I really like that BUT, we need ships for production, and land based resource collectors. The whole reason of ruling the sea is to get rich of all the things you can transport on it and take from it. I take this mechanic from EvE because it's a great system which, if done right in that game can be a way more viable way of making money than just farming ships for loot or missions. you see, in EvE resources are the basis for the economy. every ship in that game had to be made by someone, and every resource had to be gotten by somebody. sure, like fishing mining in EvE never really pays well (owning POS's by moons or being deft at production or trading does) but making all resources able to be generated by players from the base level of harvesting it, stepping up to refining it, and to final products of ships and weapons makes its easy for a player to find a niche in the market, or for a group to pool resources and become vertically integrated. If we want this game to have a huge potential of growth this kind of thing is essential for large clans of players to be able to build and replace ships they lose in battle. so my suggestions as follows: make dedicated fishing ships that yield a crazy amount more fish than a cargo or combat vessel. also add whale ships as well so players can make an early game buck fishing since we would have a glut of fish in the market, make food stuffs an ingredient in crafting most large things (like ships) / and or running resource facilities (you gotta feed the workers right?). make player run resource facilities. where trees, leather, crops etc. can be made and harvested. players would have to manage them, supply their workers and transport the raw materials to a market. this would allow for transportation contacts, raiding of said ships carrying the loot in PvP and a lot of activity to defend them. these resource facilites would be end-game money makers and very expensive and important things make the player owned resource facilities be conquerable. if you build a facility in an area that is good for trees, and another nation wants it? well it's time for a fight. I would think there would need to be some balance for smaller players or groups getting bashed by big alliances...but maybe since you need to pay to establish a facility from the king or government, NPC ships would help defend? Obviously a system where you can only shell a facility and wait for a cool down before invading a facility would be needed, and the land attack could be handled by a modified boarding menu. another good way to balance is allow other players of the same nation to pay a fee to use the facility (making more people with skin in the game to defend).