Jump to content
Game-Labs Forum
  • 7

New Feature Proposals - Trading, Crafting, Economy


admin

Question

Please propose your ideas in the following way.

  • 1 Post = 1 Proposal.
    • Players will vote on 1 proposals only. Multiple proposals will mix different subjects and confuse.
    • Multitiered or multi subject proposals will be removed.
  • Keep the proposals on the topic subjects
  • Do not comment. The thread is for proposals only
  • If you want to improve on other people proposals contact them so they can update the post. 
  • Best proposals will be brought up by the system based on likes and we will comment on them once in a while. Proposals which dont get community attention will be ignored and will sink to the bottom.

 

Example of formatting 
Correct example

  • Cannon crafting proposals
    • Cannon crafting change rationale
    • Cannon crafting current version and whats wrong
    • Proposal on cannon crafting change

Incorrect version

One post 

  • Cannon crafting proposal (should be a separate in a economy section)
  • Trading proposal (should be a separate post in an economy section)
  • Hostility proposal (should be a separate post in RVR section)
  • DLC ship proposal (should be a separate post in DLC section)

 

  • Thanks 1
Link to comment
Share on other sites

Recommended Posts

  • 6

Trade and freight proposal

  • Please make a button to open holds of all ships in your fleet (optional, make buttons to transfer all the goods in your hold to the warehouse)
  • Currently you need to click to open fleet and then on four holds it is supper monotonous and tires my wrist and fingers(like any unnecessary computer work) and takes time. Also, with a slower PC it lags and makes you click several times to open the hold. Pressing alt and double clicking does not always work from the first trial with slower PCs as well.)
  • Create two buttons to open all holds and to move all goods to the warehouse, maybe in a collapsible menu.(it is up to you of course if you want to make one, two or none buttons, but consider implementing some of it if it is upvoted).
Link to comment
Share on other sites

  • 6

I want to suggest following system for implemenmting new rare wood in game combining rareness, randomness and being somehow predictable and logic:

Basic principles

  • Traders importing this Woods to Caribbean should carry them to the most profitable places (defined by taxes income, so players can somewhat influence it) - predictability
  • But they can import this new Woods at any time and in any of such port and wood also can be defined randomly - randomness
  • So to avoid situation when new Woods will drop at rich crafting ports only - the area for dropping should be not certain rich port, but certain rich county as a whole with certain port selected randomly.
  • You shouldn't be able to make a contracts on new Wood, but have to come and buy it directly, thus need of sailing around in unsused ports.
  • Ideally new Woods should be carried with real trade ships spawning neat their destination port (so they can be intercepted)

Mechanic

  • At each MT game engine summarizes tax income of each county and defines basic modifier for probability of new rare Wood dropping in that certain county.
  • Each real game day (from one MT to another) is divided on certain intervals (2-4 real hours)
  • During each interval in the random moment of it the following procedure takes place:
  • 1. Roll for each county to check will new rare Wood drop there (with possibility of it dropping in each county on the map or vice versa)
  • 2. If 1st is "True" then second roll is made to define certain port for drop with capital having doubled probability for it (e.g.: Veracruz county has 6 ports, so Veracruz itself will have 34%, and the each of other ports - 17%)
  • 3. Then the type of rare wood is defined (optionally with some regional modifier with tying certain woods to certain counties) and the amount of it (up to 300 logs)

So no outbidding, no click-hunting and/or shop-camping but sailing around in areas where wood will most likely drops (exploration)

  • Like 1
Link to comment
Share on other sites

  • 6

Remove the need for labor hours from seasoning wood.

Currently makes little sense to make the process of seasoning so difficult when people can just claim DLC ships in full S wood every single day. 

Instead make it so you can just place any amount of wood (up to a max of maybe 500 logs at a time) into a seasoning shed and plus the needed amount of resources needed depending on the amount of logs (doubloons+tools). After 10 days all your wood is seasoned and you can claim it from the shed. And you can obviously have multiple sheds. 

Link to comment
Share on other sites

  • 4

Proposal to make use of crafting exp even after max level of crafting is reached to specialize in the production of specific ships or guns.

Currently once you reach max crafting level, all crafting exp is pointless and does nothing, so crafting becomes boring and as a potential good part of the game it's kind of wasted. 

To make crafting more interesting and engaging I suggest that any form of crafting provides crafting exp to 4 different pools, Ships, Lineships, repairs, guns. Once max crafting level is obtained, all future crafting exp would go into it's respective pool and then could be used to obtain crafting perks and later upgrade those perks. The perks would replace the current perks that are crafting related in the current perk tree. But also add many more, some tailored to specific ships, guns, etc. 


For example, specializing in crafting Bellonas and increasing the level of said specialization could allow that player to eventually manually chose from basic to advanced level of trims of all Bellonas he crafts, unlock new trims, combined double trims, make it cheaper to craft them, and increase his chances for 4 or 5 slot ships, maybe even guarantee him a 4 or 5 slot for a certain amount of crafting exp spent, so even at full specialization craft exp continues to be useful. 


Players specializing in gun crafting could specialize in specific calibers and types of guns. (bigger and more powerful guns requiring a lot more exp to reach high levels of specialization). Eventually at max specialization levels allowing the player to produce navy guns, bloomfield guns, etc; of the specific caliber of specialization.(by paying crafting exp to keep amounts controlled).


Repairs specialization could allow for far cheaper repairs to be produced and things like repair crates (set of repairs packaged to weigh less than single repairs for ease of transporting and selling). Spending crafting exp on repair specialization could provide 'free' repairs or free automated daily repair production. 

 

Link to comment
Share on other sites

  • 4

Port Management: Split Investment Rights and Investment Access into 2 options.

Reason: Currently if you have a port you are investing in as a clan, to prevent anyone investing into the wrong thing (and leaving you with an expensive bill to remove the investment) you have to lock off access to clan only to prevent incorrect investment.

Solution: Investment rights = ability to invest, new option Investment Access = ability to use investments.

image.thumb.png.c554b09b2b5821ffc9d1bbbda35f94c2.png

Link to comment
Share on other sites

  • 4

Port Management: Add additional investment rights option for "Clan officers." This would behave similar to a clan warehouse, where only the officers of the clan can invest into it. I have made this a separate post to conform with the rules, but should be done at the same time as the splitting of investment rights suggestion (So they can set the right to invest to officers only to control investments and prevent accidents, while at the same time opening up access to everyone).

image.png.f1d65b446ae0665f8780e0b64d00d566.png

  • Like 1
Link to comment
Share on other sites

  • 4

It would be very nice to rebuild ships:

- To increase Port Bonusses to a level of the port the rebuild is at, at the cost of the materials necessary to build a new ship, even with replacement of woods

- Maybe to change the random refit / slot number, for a lot of doubloons and maybe other mats to craft the special refits (bermuda/boston) etc.

It would be a very nice feature that would lower the frustration of getting shitty bonusses/refits on notes, and would still not be overused, since it will cost a lot, and it might be able to bring the diversity of ships a bit back to the game instead of seeing mostly DLC-Ships.

I would even buy this feature as a DLC. And I swore to not buy any more. 

Link to comment
Share on other sites

  • 4
  • 10 new additional slots for materials (upgrade warehouse) plus 5 new additional slots for ships
    We have since release quite a few new ships 16 new wood types; we need space to deal with them.
Link to comment
Share on other sites

  • 4

Make all of the permits purchasable from admiralty. Because all of the permits would now be possible to be purchased from the admiralty, you could make the permits that drop from chests guaranteed to drop purple or gold ships but permits would be harder to find in chests. 

I feel like this would greatly help the fear of losing permit ships because you will always be able to get a new permit without having to pay ridiculous prices on the open market. But if you still wish to spend a ridiculous amount of money you could find someone selling one of the new (better) chest dropped permits.   

Link to comment
Share on other sites

  • 2

- Make ship crafting more diverse, e.g. ship parameters are not just woods dependent, but all parts dependent. Rigging, sails, masts etc all separate parts that classify by quality and different bonuses

- Introduce player professions, where players could specialize in ONE part making of the ship allowing to craft better quality part of their profession.

- This creates demands and economy based for buying and delivering player made items

  • Like 6
Link to comment
Share on other sites

  • 2

A clan dock located in the Port with the Clan Ware House. Docks can be invested in and built by clan with Stone block and reals to pay for labour (not labour hours). 20 additional dock spaces for the first expansion at 5,000 dubs and 5,000 Reals, plus 1000 stone Block and 1000 Fir log. Next level can be 30 ships for more dubs, reals and block, 40 ships for yet more, and 50 ships for yet more. Cap of 100 ships total, we can't always be packrats ;o).  

More space in the CWH. Just higher storage for more Reals. 

 

 

  • Like 1
Link to comment
Share on other sites

  • 2

Streamline Port Bonuses proposal

Reduce the number of Port Bonuses to 1-2 per port to force a decision on the qualities of ships built in that port and encourage port specialisation within nations.

Currently ports have the ability to develop Port Bonuses along five axes: Crew; Gunnery; Hull; Mast and Rig and; Sailing. Ports are encouraged to progress as quickly as possible along all axes to produce the most powerful ships possible in that port. This encourages nations to develop ports with maximum bonuses (1-4) along all possible axes, ultimately reducing diversity among ports and becoming the de facto baseline for port-built ships. It also reduces diversity among ships, with the best ships having Level 4 bonuses across the maximum axes.

It would be interesting to only allow specialisation along 1-2 axes per port to force port owners to make choices with trade-offs about the qualities of ships they want to produce in that port, e.g. Gunnery and Hull bonuses OR Mast and Rig and Sailing bonuses? There would be many permutations depending on the needs and preferences of the port owner and nation. It will also mean more diversity among ships engaging in PvP, depending on the port they were built in. It could lead to ships built in one port developing reputations for excellence in port battles and from another as open world commerce raiders, much like French ships had reputations as fair sailers and British ships as sturdy (deserved or not). It’s also reflective of real life where businesses and manufacturers develop competitive advantage and reputations in specialisation, Toyota (high volume, mass market) versus Ferrari (low volume, high performance) in cars, for example. I’m sure this was also the case for shipyards during the Age of Sail and could be reflected through this mechanic.

Edited by Commodore Sixty Four
  • Like 3
Link to comment
Share on other sites

  • 1

Trade ship wood planking extra choice

For combat ship is good to have extra crew space , for trade ship maybe a lil less or just used to go more faster and make cheaper YOLO ship

Add in the Planking selection wood, also the option Hold Space/ Cargo Space to increase the weight and slot inside traders making them  more fragile

 

Note: this idea is not mine, i read it in the suggestion threads , maybe in the upgrade one..but i'm quite sure that was from @Cetric de Cornusiac

Edited by Conte D. Catellani
Link to comment
Share on other sites

  • 1

Outpost Slots

It would be nice to have the ability to gain/buy at least 2 more outpost slots, they can be even tied to the free ports only.  We have a such vast and beutiful world that trying to fulfill home defense, together with clan duties and private economy in free ports gets overwheliming on the places you can use. Even the ability to freeze/lock 2 outposts, to reopen it later, so you would not need to haul everything back and have the space for a new one to check out the spot, would do much good in that matter.

Edited by Atimk
  • Like 3
Link to comment
Share on other sites

  • 1

Repairs available in EVERY port

- removes the tedium of having to sail repairs to faraway places

- increases activity all over the map

- removes the dubious practice of buying up all the repairs at capitals and reselling them at ridiculous prices, I strongly suspect that crafted repairs are pretty much non-existent in the economy anyway.

  • Like 1
Link to comment
Share on other sites

  • 1

Good morning to all. I'm playing NA sice a couple of months and it's a wonderfull game. 

Some years ago I played another naval games ( like High Seas Traders) and I remember some mechanics that could be interesting for implementation:

  • Gossips: Create, into the tarvern, a section for gossips. Stories you can obtain for money, consisting in information of usual trade routes of players, bad-defended ports, etc. For example ( Some spanish trader have been seen near cayo de sal, three times a week at 3.pm).
Link to comment
Share on other sites

  • 0

Sell Ships: pls add the possibility to get some Dublones for ships. So i can sell bigger ships for reals and dublones. There aren´t much ships in the shops which needs dublones for crafting. Nobody can use to much of his dublones for crafting and only get reals back. 

Thx Fury

  • Like 1
Link to comment
Share on other sites

  • 0

Custom Chat Channels

There are so many reason for custom channels to be added into the game:

  • Trading
  • Recruitment
  • Communication between Clan Leaders
  • Friends in different nations
  • Diplomatic

So many more as well.

Please vote so this can be added into the game, it would be an extremely nice quality of life change.

 

 

Edited by Band
  • Like 2
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...