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Posted (edited)

Give me your thoughts and opinions on this, Labor Hours as a tradeble, marketable, resource. 

 

Currently, as I'm sure you're aware we already see a lot of people in chat saying "WTB: XXX Labor Hours for XXk", and I'm pretty sure most people in a clan are well aware of the need to devote some of your labor hours to your crafters building the 3rd Rate+ ships, given how labor intensive large carriages, etc are.

 

Essentially labor hours are already treated as a resource by everyone in the game anyway, and certainly one of the more useful ones. given that a "Labor hour" is only really representing 1 hours work by some fellas in a workshop or down a mine, or felling some trees, to me it doesn't really make any sense that they are tired to your character in their current form. Its not like your character has this workforce that only obeys his contracts is it? Realistically, what it represents is you hiring out some guys to do some set work for you.

 

So, why don't we just make labor hours a resource you can trade directly on the market itself? To start with you could have everyone keep their current labor hour regeneration, but have an option to turn what you have into Labor hour units that you can just place directly on the market for others to buy, trade and use. Alternatively, if one of your high level crafters needs to use some of your hours, you could just hand them off to him directly, and he can go and get on with whatever he needs to be doing.

 

Further down the line of course you could add new buildings into the game, "Workshops" who's only function is to generate labor hours, that you can then sell on (hire out) to other players.

 

Thoughts and opinions?

Edited by Tindahbawx
  • Like 1
Posted

Give me your thoughts and opinions on this, Labor Hours as a tradeble, marketable, resource. 

 

Currently, as I'm sure you're aware we already see a lot of people in chat saying "WTB: XXX Labor Hours for XXk", and I'm pretty sure most people in a clan are well aware of the need to devote some of your labor hours to your crafters building the 3rd Rate+ ships, given how labor intensive large carriages, etc are.

 

Essentially labor hours are already treated as a resource by everyone in the game anyway, and certainly one of the more useful ones. given that a "Labor hour" is only really representing 1 hours work by some fellas in a workshop or down a mine, or felling some trees, to me it doesn't really make any sense that they are tired to your character in their current form. Its not like your character has this workforce that only obeys his contracts is it? Realistically, what it represents is you hiring out some guys to do some set work for you.

 

So, why don't we just make labor hours a resource you can trade directly on the market itself? To start with you could have everyone keep their current labor hour regeneration, but have an option to turn what you have into Labor hour units that you can just place directly on the market for others to buy, trade and use. Alternatively, if one of your high level crafters needs to use some of your hours, you could just hand them off to him directly, and he can go and get on with whatever he needs to be doing.

 

Further down the line of course you could add new buildings into the game, "Workshops" who's only function is to generate labor hours, that you can then sell on (hire out) to other players.

 

Thoughts and opinions?

 

Easy.

 

Right now - a lot of cooperation and social aspects, working together in groups, organizing the workforce, shitton of spreadsheets... = GOOD

 

Your idea - money printing on a push of a button, hourly regenerating money (!), removal of the social / organizational aspect = BAD

  • Like 3
Posted

Replacing the Social aspect of a MULTIPLAYER game with artificial/proto/social mechanics is never a good thing.

 

Make connections. Hire your hours or give them away.

 

In the long run the crafter will be very pleased and actually help you out when you least expect it with some niiiiiiiiiiiiiice discounts.

Posted

Replacing the Social aspect of a MULTIPLAYER game with artificial/proto/social mechanics is never a good thing.

 

Make connections. Hire your hours or give them away.

 

In the long run the crafter will be very pleased and actually help you out when you least expect it with some niiiiiiiiiiiiiice discounts.

 

Argument not valid. Every other ressource is being traded.

So should labour hours be.

 

Clans/groups benefit greatly in any way by organising things, making items cheaper.

 

If I am a solo player, the only way I can get money out of "labour hours"

(assuming I dont want to craft ships, but buy them instead) is simply

crafting NOTES and sell them.

 

Here we go, "stupid clicks" again....

 

The idea is straightforward and should be implemented.

Posted

Solo Player. Understood. But you can only use the hours for yourself or use them for another player correct ?

 

I see the crafting hours, especially from someone who doesn't craft to be a favour, a gift, a token, a handshake.

 

But yeah, guess it could improve your own gaming experience and from now on ask gold from your service. Some crafters even go the length of offering 25 gold per hour. All you have to do is ask, beg, strike a bargain :)

 

Sorry to disturb then :) Best of luck. This is a case of... do we really need it like proposed ?! *shrugs*

Posted

You need to read the post correctly. I wrote "If I am a solo player",

I am not and I do craft.

 

Labour hours get offered (the complicated way) oftenly via chat.

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