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Hello Captains

 

The fine wood mechanic is unsatisfactory and has to be redesigned.

Propose alternatives on how to make a certain resource extremely rare without forcing everyone to build 5 forestries (because of drop rate a-la most other mmos)

We are reviewing alternative mechanics of course but maybe someone has an exciting and brilliant idea that is awesome. (or it was posted before and was lost in the noise)

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Could make it so regular wood has to be refined into fine wood?

 

Regular people can make money selling bulk wood products to crafters who refine it down and turn it into fine wood? Or something?

 

 

Or combine regular wood and some other material to create fine wood?

 

 

edit: Make refining a level 45 or 50 crafter skill?

Edited by Snoggy
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A fine wood forest would work, but It'd have to produce a limited amount, and only hold a limited amount. if you wanted to keep it 'rare' that it. I think it'd also be interesting if it were found occasionally on traders and from PvP, but in return the numbers needed for ships should be reduced since it wouldn't be able to be produced.

 

I also like snoggy's idea of refining, have maybe 30x normal logs = 1 fine, one

Edited by 3rdguards

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Why not simply up the drop rate somewhat, but restrict production buildings to 1 of a kind per port? So if someone really wanted to 'farm' it, they could set up production in 5 different ports and have to handle the logistics of that.

 

An alternative of 'refining' it might work, as a highish level skill that requires a fair amount of regular wood and labour hours.

 

Alternatively, if the reason for the fine wood was the need to make gold/purple/etc. more rare, why not simply up the regular resource and labour hour requirements of exceptional ships?

 

Gold

8 Notes

50% more hours

50% more resources

 

Purple

5 Notes

35% more hours

35% more resources

 

Blue

3 Notes

20% more hours

20% more resources

 

Green

1 Notes

10% more hours

10% more resources

Edited by Elouda
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or

 

. a dedicated carpenter( skills) school. which can be upgraded for ships types (very expensive)

. more wood types with density sorts 5 types of density on oak for example

 .deteriorating wood by aging for certain types of wood >(the ship becomes weaker overtime)

. old wood what has been in the water to become better over time (less deteriorating)

.more wood types 

.specialisation on woodworking 

.time building for better ships (i need more time to make a better ship with certain special upgrades [rigging or better sails or good turn rate)

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Historically, wood would have to be seasoned, which would take time. That could be one avenue to explore.

Tommy Shelby made a point to me a little while back saying that with fine wood, people either build 0 note ships or 4 note ships, with nothing in between. Addressing this should ideally be part of the solution - how do you encourage players to build "good" but not "the best" ships?

Lastly, the idea of PvP rewards have been kicked around for a while.

I'm not sure what the solution is, but I suspect some combination of the above would be ideal.

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fine wood can be produced by normal forests but take x5 (or x10 or  x whatever factor devs will decide) labor hours and/or have a much higher cost for harvesting each log: when you open up craft page of a town where you have the forest you will have two options (i.e. "oak" and "fine oak") with different labor hours/gold for each harvested log .

Edited by victor
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No more fine woods, using only the furnishings and make the silver, gold and red wood rare. Not the furnishings based in the decoration of the 3D model.

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Time is always the more precious resource.

 

Shipbuilding was a matter of months, maybe we can add that ingame. If one ship takes months to build in real life, lets make it take several days in the game, sort of cooldown.

 

I'll explain in several steps the process I have in mind.

 

1. You build a shipyard. This shipyard have 2 slots at the begining to allow to build 2 ships at a time. (you can upgrade it to allow more slots).

2. You gather the resources (the ones before 9.96). Here you can use the Labor Contrats to speed up the gathering.

3. You select the ship and click to do the ship you wish.

4. A cooldown begins (max 72 hours for a Santisima or something like that). The cooldown would be to simulate the time that takes "to join all the pieces". 

5. If you have the maximum ships allowed in queue you cant build anything, even mats. And you cant harvest any of your buildings.

 

This idea comes from here:

 

Name: USS Constitution
Namesake: United States Constitution[1]
Ordered: 1 March 1794
Builder: Edmund Hartt's Shipyard
Cost: $302,718[2]
Laid down: 1 November 1794
Launched: 21 October 1797

Sponsored by: Naval History & Heritage Command

 

https://en.wikipedia.org/wiki/USS_Constitution

Edited by Intrepido
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I wouldn't abandon the concept.  I just think you need to refine the percentages and increase the opportunities for players to capture fine woods.  Breaking captured ships could give an opportunity to gain some fine wood as well.

 

If the existing buildings produced a more predictable and higher percentage of fine woods it would help.  

 

Related - Gold Mods are far too easy to make.  If the cost in materials and labor were increased, the ability to fill a 3/5 ship with gold mods would decrease.

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Fine woods should be used to craft 1st and 2nd rate ships only.  This could be used to throttle the output of these large behemoths.  If you want the best ships in the game (1st and 2nd rate ships) your going to need these expensive resources. 

 

An alternative to relying on farms to produce the wood, you could make ports produce the fine woods in small quantities and make them very expensive (on the order of 2000-4000 gold per single unit of wood). 

 

I may be in the minority here, but I really want 1st and 2nd rate ships to be rare and I feel like these fine woods is a step in the right direction to achieving this goal.  Its just that, 3rd rate and below should not require these fine resources to craft to make them more available to the majority of players. 

 

Also, I you could make master craft with 3 notes the best ship you can craft without needing a "royalty note" which you can only get from winning a port battle, or some other PvP related event.  So if you wanted to craft an exceptional ship, you would need to win a port battle and use 3 low,mid, or high grade notes on top of 1 royalty note. 

Edited by Ultravis

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I'd also say that compass wood shouldn't repalce the fine wood type. Currently people with 5 forests could still end up having a day of no fine woods jsut because of the compass wood blocking the drop. Compass wood is only needed for knees and even a ship like the santi doesn't require a particularly big amount.

 

And again I simply can't agree to limiting the numbers of 1st Rates. The map will still overflow with the same ships over and over just because one ship will dominate the mpas. Rather limit the number of AI first rate fleets isntead of palyers as in the end those that actually enjoy playing 1st rates will suffer from these limits and nothing much will change.

Edited by JollyRoger1516

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I think the best (and fastest) solution: Dont add a new building or something. Make it needed to craft Fine Log from Log.

e.g. 1000 "Fir Log" + 2000 LH to craft 1-3 "Fine Fir Log" for example (numbers needs to adjust)

Edited by Sven Silberbart
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Tommy Shelby made a point to me a little while back saying that with fine wood, people either build 0 note ships or 4 note ships, with nothing in between. Addressing this should ideally be part of the solution - how do you encourage players to build "good" but not "the best" ships?

That is actually quite easy, you have to implement diminishing returns.

Green Ships should be a lot better than grey ships, but not that more expensive to craft, while gold ships should not be a lot better than purple ships, but a lot harder to produce. 

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That is actually quite easy, you have to implement diminishing returns.

Green Ships should be a lot better than grey ships, but not that more expensive to craft, while gold ships should not be a lot better than purple ships, but a lot harder to produce. 

+1

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Like many people suggested - make a fine wood craft-able from regular wood.   Add an officer skill or crafter's level requirement if that's too simple.  But no special buildings please.

I also like the idea of using fine woods only for SOLs, 'cause crafters need to make some "excellent" ships nobody likes/buys just to get higher-rates BPs.

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That is actually quite easy, you have to implement diminishing returns.

Green Ships should be a lot better than grey ships, but not that more expensive to craft, while gold ships should not be a lot better than purple ships, but a lot harder to produce. 

 

This. Right now the costs for fine wood are really wierd;

 

Grey - None

Green - 2 'units' (50 wood for connie)

Blue - 3 'units' (75 for connie)

Purple - 4 'units' (100 for connie)

Gold - 5 'units' (125 for connie)

 

Looking at this, its exactly the opposite of what it should be - green/blue should be the most efficient use of fine wood, not the worst.

 

Suggestion;

 

Grey - none

Green - 1 'unit'

Blue - 2 'units'

Purple - 4 'units'

Gold - 6-7 'units'

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I can't suggest anything that hasn't already been said, but I will say this; RNG is a terrible game mechanic, so I'm happy to hear that you're looking into this.

Edited by Purple Ronnie
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I like they current system, just up the amount of fine wood to say 25%. It would be simple to do and realistic.

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Guest

It's fine, we're just spoiled with solo players being able to run a production line for exceptional 1st rates without trouble and only complain because it sucks compared to what it was before, not because it's bad. Imagine how rare and expensive 1st rates would be if it was like this - they'd truly be kept only for special occasions. And the feeling of capturing one - a worthy prize!

 

Only thing I would change would be to perhaps make compass wood attainable in some other way rather than competing with fine timber production when harvesting, let it run its course instead of making kneejerk changes (hell, most econ changes will probably have to be tweaked post-release anyways).

 

And perhaps make the cost/benefit more exponential so that people start to question if those extra top notch percentage increments are truly worth the effort.

Edited by Guest

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Labor hour cost is the way to go IMO, combined with the already mentioned diminishing returns on bigger and better ships.

 

Never underestimate the ability of players to grind gold and resources, but you can't grind more labor hours. Great equalizer. Much more enjoyable gameplay when a shipbuilder doesn't have to spend their limited time ingame running round far-flung parts of the Caribbean and hauling long distances just to build competitive ships.

 

If a 1st rate cost 15k hours to build and the 3rd rate costs 3k, you won't seen any more 25 vs 25 1st rate battles.

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Could make it so regular wood has to be refined into fine wood?

 

Regular people can make money selling bulk wood products to crafters who refine it down and turn it into fine wood? Or something?

 

 

Or combine regular wood and some other material to create fine wood?

 

 

edit: Make refining a level 45 or 50 crafter skill?

 

would like this idea !!

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