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More module upgrades (especially Marines) need to be craftable:


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After this last patch, boarding has become even more important than ever in maintaining the required money to keep your ships going.  This means that anyone who is without Marines is pretty much screwed and will not be able to board ships in missions for that very badly needed extra income bonus.

 

Proposal 1:  Upgrades such as Marines should take away from your reserve crew, when you craft the marines upgrade, it should require crew to craft.  So, 4 mid grade notes, and 400 crew.

                      Boarding parties, powder monkey's, or any other module that is crew related should require crew to actually create the module.  

 

 

 

Proposal 2:  You should be required to build a barracks outpost.  Marines should take time to train, 10 marines per hour accumulated from your barracks, and you required the Marines upgrade to your ship.  Marines out of your barracks are hired just like normal crew, maybe slightly more expensive (600 gold per marine)  

 

Marines can also be used to create boarding parties by assigning Marines to this task, and again your ship will need the boarding parties module upgrade on your ship.  Boarding parties should be required to gain more than 10 preparation per turn in boarding.  Boarding prep will be accumulated at a rate of 1 extra boarding prep per 10 boarding parties crew for a maximum of 4 for 40 boarding parties members (obviously these numbers will need to be adjusted based on the amount of crew the ship can hold).  The difference is, boarding parties can be lost in combat and will effect the amount of preparation you accumulate per round.

 

Powder Monkeys should also need to be recruited and the module upgrade will need to be put on your ship.  The powder monkeys stay assigned to cannons no matter what, and give a reload bonus based on the percentage of monkeys to cannons on the ship and can also be lost when your ship is boarded or taking fire, thus effecting your reload time negatively as powder monkey's are lost.  

 

All crew members (powder monkeys, Marines, boarding parties) should all need to be recruited and will take up crew space on the ship and should all be required to replace if they are lost in combat.

 

I also think that upgrades such as rum rations and grog rations should require Rum or grog on the ship that is consumed at a slow rate and will need to be placed in the hold of the ship and again the module upgrade required on the ship as well.

 

I also think that all module upgrades on your ship should be craftable.  Why are so many modules un-craftable and require RNG to replace?  

Edited by Ultravis
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hi captain

quote: "All crew members (powder monkeys, Marines, boarding parties) should all need to be recruited and will take up crew space on the ship and should all be required to replace if they are lost in combat."

 

well 

Powder monkeys are not Marine related 

they are boys of 12 to 14 years old and part of the ship crew

 

They have to stay out of it if you want to change something marines related

 

if we do that we have to make a difference to .... between ....sailors/ gunners /kooks/carpenters/ and so on..

Edited by Thonys
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"Craftable marines" makes me think of robocop  ^_^

 

 

On the other hand I really dislike all those non-craftable random loot upgrades , and would prefer seeing them as decissions, via officer , crew experience skills, or any other system .

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I see Marines as a "request" to the Naval Board.

 

Marines should start at the minimum of 48, which was the norm for the RN. Marines and then Royal Marines were deployed in exact numbers.

Being the basic 48 ( or 45 if you dismiss the officer and liaisons ) the increased requests can be made at 2x, 4x, 6x, aproximately the maximum in a ship of the line without being setup for specific disembark of troops operations.

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