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Showing results for tags 'port bonus'.
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Port Bonus Investments.
SparkyTheParasite posted a question in Feature proposals and Gameplay Help Q&A@admin Sorry for disturbing you. but at the moment we have a issue with the port bonuses. people are investing incorrect bonuses. and officers cant do anything is it possible to assign the same rights to investments as the clan warehouse. so that the officer can see a log and only officers can invest. If also possible we would like to receive a log who put in the bonus : Mast and Rig bonus 1. so we can approach the person and ask him why he did it. Port is santiago de cuba. So in a summary. i would like to see a sort of security system that only enables officers to invest into bonus points like crew - sailing - gunnery and so on. and i would also love to see a log option added to it. so we can see who deposited into what port bonus. IF possible we would also like to receive a log of the person who put in resources in a port bonus named : Mast and Rig Bonus 1. Thank you very much in advance. With kind regards Sparky the Parasite.
The introduction of elite ships as 'end game content' for veteran players was a good thing. You get mostly powerful ships with port boni and, more dependable, those tasty new cannons. However, I think nobody will contradict me when I say ship crafting got stalled this way. It isn't making sense any more. Which is even a higher barrier now as after release we are supposed to set up our shipyards again from scratch and heavily invest into them. Any ship built on player's shipyard, even in preferable woods, will be outmatched by a converted elite note ship. -- So I am proposing a reform for elite notes on PvE peace server. Not sure if PvP war server needs that too, they have their real port boni from... ehm... ports apparently. According to this suggestion, you would not loot an elite note which produces a whole ship, but only a 'port boni package' of unknown composition. And the type of ship you looted it from would determine if it is a "6-7th rate port boni upgrade" or a "5th rate..." or a "4th rate..." etc. Not tied to the exact ship model but to a class/rate. So a package from a Wasa can be used on a Bellona project, a package from an Essex on an Endymion project, etc. This package you bring to your shipyard and use it as optional ingredient for ship crafting. You may still build ships without port boni, they will result like the ones we are currently having. But you may chose to add a matching port boni upgrade when crafting - and you will get a random port boni composition with the new ship. This will ignite a new interest in ship crafting and crafted ships will surpass existing elite note converted ships in quality, like they should. -- In case the idea behind introducing elite note ships was also about enabling players to produce instant ships if they don't have a shipyard, make it so, that the player would have to add an amount in doubloons to his elite note and he will be able to convert it in the way it is done now, to a ship of same type, just without shipyard. But he can't chose woods, like it is now. This promotes the use of shipyards, but does not require them totally. So here it is not a class and free use within that ship class/rating, but an Ingermanland will always result in an Ingermanland elite ship, and no Wappen or Agamemnon, etc. Like: 6-7th rate elite note + 2000 doubloons 5th rate elite note + 4000 doubloons 4th rate elite note + 6000 doubloons 3rd rate elite note + 10000 doubloons 2nd rate elite note + 15000 doubloons 1st rate elite note + 20000 doubloons = convertible note = elite ship of same class with random wood composition
The port bonuses have been the hot topic, and i saw the flaw in this mechanic instantly when it was implented. It is controlled by humans/players. To be paired with the limit of friendslist 15 guilds in port... What i feared would happen is that ports get locked behind big guilds, that don't allow solo/small clan players to build these ships ever. This has already happened in Brittish side, we have ports that will only open if you pay certain ammount of CM. And who promises that it actually would open then? or be remowed at will next day? Players. Im all in on that you might need pay a certain ammount of "Protection" or "investment" to the ruler of the port, but isnt thats why we have Taxes? If i need to buy my rights for port bonuses as small clan or solo player, i want it to be a game mechanic, i dont want to trust in players that might just cheat on me. This is also breaking the nation when you announce that you can get to their port only if you pay them, i dont think its good advertisement for anyone. My suggestion: 1st option. Make ports open to all Nation players, clans are already getting Taxes from the ports why add another paywall to craft ships that pepole actually might buy. (Standard ships are useless shit now) 2nd option. This can be easily implented as game mechanic in form of contract. Clan sets ammount of either goods or cash they want in exhange of certain ammount of time or permanent stay you want use the port bonuses in form of contract. Then you buy it from the port investment window for example.