Gr3y Posted July 12, 2016 Posted July 12, 2016 Hi all, All the ship upgrade are for battle but few are for a trader. There is no point in crafting a LGV if i can capture 1 send to an outpost(where my things are) make the delivery at the capital then break the LVS for parts or sell it... or at least is what i do. so i was thinking what if some ship upgrade where made only for traders ship? if i spend money to upgrade it i'm sure i keep it, i don't know, some examples can be : a lookout boy on the top mast = bonus increase vision of 1-2-3-4% malus needed sail crew +1-2-3-4% ? trade route maps = increase speed of 0.6-0.8-1.0-1.2%(can be more?) only in OW ? local sailor = bonus the ship can travel in the shallow in OW malus OW speed decresed by 2-1.5-1-0.5(can be less?)%? half wage before travel = crew for the ship cost reduced by 1-2-3-4%? lifeboats = if the ship is captured or sank captains save 30-40-50-60% of crew? carismatic crew = more fleet crew ? based on the trader crew +1-2-3-4%? ofc those can only be put only on a trader ship what you think? 1
Jean Ribault Posted July 12, 2016 Posted July 12, 2016 +1 Great idea. I may think of a few and post here, could be a suggestion thread for upgrades base on this idea.
Hethwill, the Red Duke Posted July 12, 2016 Posted July 12, 2016 I would like to say "awesome!" but I find all these novelties of magic-without-effort, ...sailing your ship, planning your route, socializing and hiring buddies for escort..., a interference with the original spirit of NA as a skill game with demanding simulator level combat. ( mind you for traders and war captains alike ) 1
Gr3y Posted July 12, 2016 Author Posted July 12, 2016 I would like to say "awesome!" but I find all these novelties of magic-without-effort, ...sailing your ship, planning your route, socializing and hiring buddies for escort..., a interference with the original spirit of NA as a skill game with demanding simulator level combat. ( mind you for traders and war captains alike ) well ofc if some upgrades are overpowered, that can be a problem. i think they can work if they stay between the "garbage upgrade" and "useful thing" btw i think is a no skill catch a player trader in OW even with traders upgrades, traders can be catch with a little effort, is not like people go hunting with a slow ship anyway.
Jean Ribault Posted July 12, 2016 Posted July 12, 2016 (edited) The "coward" officer perk is already a good one for traders. Here are some ideas for 1-time upgrades that you could add for traders (1-time perks perhaps found by fishing or bestowed on the captain at different milestones while trading): - Purser's Secret: gives the 1-time option from a single port to a single port to have 20% of your hold held secret, so that if ship is attacked an lost, you don't lose that 20%. (percentage is adjustable as suitable) - Hold Expansion: gives the 1-time option from a single port to a single port to equip your ship with 50% additional hold capacity, at the cost of displacing all weaponry. Only good for the Traders Snow, LGV, and Indiaman. Is good if you discover additonal goods at a port you want to trade, and can save you a trip, for a little risk. - Frenzied Consumer: this is a 1-time option to use at a buying port, when you sell your wares you get 25% additional gold for everything you sell that is a FOOD product (i.e. sugar, tobacco, fish, etc). Above could be modified to different variations to balance it out, but just possibilities to be floated. Edited July 12, 2016 by Jean Ribault 1
Cmdr RideZ Posted July 12, 2016 Posted July 12, 2016 Probably not everyone, but I actually have built and upgraded traders. I play for pirates and rather many has lost their cargo near MT. Then ended up to craft a trader and upgrade for speed. Not sure if every pirate is doing that, but I know some. Also pirates do have pirates who attack their own members, so I do like my crafted traders. I once told about this for, was it US player. He was laughing that why to build and upgrade a trader. Not sure if it is just me and the guys I know, who craft traders.. Or, the pirates just have the most dangerous capital?
Gr3y Posted July 13, 2016 Author Posted July 13, 2016 (edited) The "coward" officer perk is already a good one for traders. Here are some ideas for 1-time upgrades that you could add for traders (1-time perks perhaps found by fishing or bestowed on the captain at different milestones while trading): - Purser's Secret: gives the 1-time option from a single port to a single port to have 20% of your hold held secret, so that if ship is attacked an lost, you don't lose that 20%. (percentage is adjustable as suitable) - Hold Expansion: gives the 1-time option from a single port to a single port to equip your ship with 50% additional hold capacity, at the cost of displacing all weaponry. Only good for the Traders Snow, LGV, and Indiaman. Is good if you discover additonal goods at a port you want to trade, and can save you a trip, for a little risk. - Frenzied Consumer: this is a 1-time option to use at a buying port, when you sell your wares you get 25% additional gold for everything you sell that is a FOOD product (i.e. sugar, tobacco, fish, etc). Above could be modified to different variations to balance it out, but just possibilities to be floated. i like those but i think we must stick with what is in the game already, the 1 time use things are a new concept for the game and probably devs can't spend hours to develop those, easy for devs and easy to implement i think are better with this in mind i think: the - Hold Expansion can become like the already made "extra hammocs" the - Purser's Secret can become like the improved "magazine access" the last one i think is a no go, as introduce 2 new concept for the game and can be easily abused. Probably not everyone, but I actually have built and upgraded traders. I play for pirates and rather many has lost their cargo near MT. Then ended up to craft a trader and upgrade for speed. Not sure if every pirate is doing that, but I know some. Also pirates do have pirates who attack their own members, so I do like my crafted traders. I once told about this for, was it US player. He was laughing that why to build and upgrade a trader. Not sure if it is just me and the guys I know, who craft traders.. Or, the pirates just have the most dangerous capital? well pirates must avoid everyone so is more diffucult to trade in those water but i lost a Lvg full of coal last week 1 minute from Cristianested so... anyway the problem imho is that only the speed trim and an officer with coward perk are suited for trader ships i think if we change that maybe people start buying traders and use them more, maybe people start making more compless trade route like taking the coal from xport travel to yport then take iron from yport to zport etc...etc... to get a profit from trade instead of capture then break them. and if you want more people to gank we must make trading profitable and give some weapons to traders because that traslate in more traders at sea. Edited July 13, 2016 by Gr3y 1
Hethwill, the Red Duke Posted July 13, 2016 Posted July 13, 2016 well ofc if some upgrades are overpowered, that can be a problem. i think they can work if they stay between the "garbage upgrade" and "useful thing" btw i think is a no skill catch a player trader in OW even with traders upgrades, traders can be catch with a little effort, is not like people go hunting with a slow ship anyway. True, them upgrades/perks should be interesting enough to use but not battle changing. I think there is a misconception about trade raiding but then if a pirate does what a pirate should be doing you say it takes no skill. Sure granted, finding prey, pursuit, work him out to surrender or boarding, and then get back with the prize to the free port, all behind enemy lines, that's where I find my fun. Most of the time solo and engaging much bigger vessels. I stick with schooners. Less crew to worry about, more loot per man. 1
Idle Champion Posted July 13, 2016 Posted July 13, 2016 There's definitely room for directly trade-related upgrades or officer perks. Some ideas: "Light Ballast" - Regular Upgrade, craftable. Increases ship's roll angle by a flat percentage across all quality levels. Slightly increases ship's hold capacity, improving by quality level. "Cleared Bulkheads" - Permanent Upgrade, craftable. Increase chance of damage to crew. Increase chance of damage to pump. Increase ship's hold capacity, improving by quality level.
Rikard Frederiksen Posted July 13, 2016 Posted July 13, 2016 Maybe a cargo one is needed (like the idea of Idle's Light Ballast one), but generally I don't think there'd be a need beyond one that increases cargo hold space. It should also be a passive, not activated, module.
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