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Posted (edited)

Been thinking lately about how much I dislike the current system, regional trims and their importance on the map.  I didn't really like the fine wood system either, but it seems now we're as much of a slave to the fine woods as we are to compass wood.  Seems like not much has changed.  I'd like to propose a new system that I've been brewing on for a while.  Apologize in advance if I pulled a Melania Trump and borrow some ideas from people, not sure if these are honestly my own or stuff I've seen proposed over the months.

Total Removal of Regional Crafting Areas 

- Remove region bonuses and turn them into region-specific materials.

- Crafting can now be done in any port, as long as materials are there.

- An example of region specific mats.  Strong Hull Bonus - requires "Southern Live Oak".  "Southern Live Oak" can be found in various ports from Savannah to the Texas areas, making it more historically accurate.  Strong Rigging Bonus - requires "Habana Hemp".  Found in of course multiple regions near the Habana area.  You guys get the right idea.
 
- Capital ports in that region will start selling limited quantities of resources connected throughout the empire.  If you have one of the 7 or 8 southern live oak regions will start appearing in your capital via AI traders.  Of course setting up farms or plantations will yield the best results.

Crafting Contracts

- Player Contracts for various ships can now be placed in capitals or free ports.  Example - Place a contract for an Exceptional Stong Hull Live Oak Build Strength Connie.  This contact is visible in all "allied" ports and to fulfill a Connie need to be sailed teleported in.  Contract fulfilled, crafter earns money and maybe some XP.  Contracts can be placed for various ships and Mods.  Contracts are visible on some sort of bulletin system seen in every port within the alliance or free port.

- AI Ship Contracts.  The AI will place various contracts for the green ships that you typically purchase at random in various ports.  Players fulfill contracts and replenish the stock of ships getting money and additional XP.  Not all ships will be player constructed, but to replenish supplies quicker than say once a week ships will need to be made.  Player accepts the contract, has x amount of days to deliver and sails or tows in ship.  

Cannons & Sails

- Introduce some sort of cannon specialties.  IE flintlocks, touchhole fire, sighted cannons...you get the idea.  Introduce some sort of cannon specialization to the officer perks and cannons made this way are more powerful or more accurate, but maybe very expensive.  

- Similar idea with the sails.  Introduce player crafted sails that have more downforce or whatever.  More durability.  Use an officer perk to give specialties.  

Permanent Crafting Officer 

- Get rid of the officer for crafting related duties.  Some something similar but call it a foreman or shipwright.  Crafter must choose whether or not to make frigates, line ships, traders AND/OR specialize in cannons, sails, mods.  You get the idea.  Officer is then permanent and can only be replaced via crafting XP or something similar.  You have to craft x amount of frigates to reach frigate specialization and once that is reached you can build region build trims.  Something like that. 

 

Just some rough stuff I was working on.   Thoughts?

 

Edited by Christendom
  • Like 5
Posted

along with the cannons how about a training bonus where if you put time into training your gun crews you get faster reload times better accuracy etc make it part of missions or something like that Historically the RN was much better at using their cannons because they trained harder at it than French or Spanish etc 

Posted (edited)

At first reading, I really like the idea.

One of the biggest problems I see currently is the need of taking up outposts slots to craft regional bonus or to farm resources.  I currently need to keep supplying resources to three outposts that I build ships in, plus I have several outposts I keep to farm in.  That leaves very few outposts that I can put in forward areas to pvp out of.  I'l like to be able to do away with the need of having a farm outpost, and outposts in regional bonus areas and use my outposts as places to stage ships.   Eliminating the need of having these outposts dedicated to crafting regional bonus ships would be a real improvement. 

Here are a few additional changes I would like

  • Buildings do not need to be in a outpost.  They can be in any national, allied or freetown
  • bring back shipyards for crafting ships, but allow crafting of parts in any friendly port.
  • Can we get a larger shallow water transport ship?
  • craftable cannons.  Crafted cannons could have bonuses like faster reload, lighter weight, more accuracy.

Along with officer bonuses, I would also like to have crew proficiency.  The crew proficiency would increase of decrease depending on the amount of crew loss and they number of successful battles the crew as been in.   Like with officers lives, surrendering would keep the proficiency of the crew for the surviving crew.

 

Edited by Salty Dog PVP1
Posted
3 minutes ago, Salty Dog PVP1 said:

At first reading, I really like the idea.

One of the biggest problems I see currently is the need of taking up outposts slots to craft regional bonus or to farm resources.  I currently need to keep supplying resources to three outposts that I build ships in, plus I have several outposts I keep to farm in.  That leaves very few outposts that I can put in forward areas to pvp out of.  I'l like to be able to do away with the need of having a farm outpost, and outposts in regional bonus areas and use my outposts as places to stage ships.   Eliminating the need of having these outposts dedicated to crafting regional bonus ships would be a real improvement. 

Here are a few additional changes I would like

  • Buildings do not need to be in a outpost.  They can be in any national, allied or freetown
  • bring back shipyards for crafting ships, but allow crafting of parts in any friendly port.
  • Can we get a larger shallow water transport ship?
  • craftable cannons.  Crafted cannons could have bonuses like faster reload, lighter weight, more accuracy.

 

My bold emphasis above.

I'm not sure that we need a larger shallow water trader ship.

If I am not mistaken, the cargo capacity of the traders brig is 2450.  This is 79% the capacity of the deep water LGV and 45% the capacity of the Indiaman.

I think the cargo capacities of the merchant ships is just about right.  

Also don't forget that you can add cargo capacity by using the Hold Optimization Officer perk.

Posted
3 minutes ago, Chijohnaok said:

My bold emphasis above.

I'm not sure that we need a larger shallow water trader ship.

If I am not mistaken, the cargo capacity of the traders brig is 2450.  This is 79% the capacity of the deep water LGV and 45% the capacity of the Indiaman.

I think the cargo capacities of the merchant ships is just about right.  

Also don't forget that you can add cargo capacity by using the Hold Optimization Officer perk.

It may be that I am just tired of staring at the ass end of a traders brig and would like some other ships to stare at.  Maybe some other shallow water trader ships....Trader Rattler or a new design.  

Posted
5 minutes ago, Chijohnaok said:

My bold emphasis above.

I'm not sure that we need a larger shallow water trader ship.

If I am not mistaken, the cargo capacity of the traders brig is 2450.  This is 79% the capacity of the deep water LGV and 45% the capacity of the Indiaman.

I think the cargo capacities of the merchant ships is just about right.  

Also don't forget that you can add cargo capacity by using the Hold Optimization Officer perk.

I think part of the problem is they removed two free towns in the shallow that folks used to transport there goods.  They should make all newbie capitals a free port to own for that nation and that you can transports goods too and from.  Since they don't have a crafting bonus or other ports attached to them.  If they do this than dump Shroud Cay as a free port and make it like the old Pitts.  A neutral port that every one can use (even pirates).  Kinda like a game central trading hub or something for the newbies.

Posted
3 minutes ago, Salty Dog PVP1 said:

It may be that I am just tired of staring at the ass end of a traders brig and would like some other ships to stare at.  Maybe some other shallow water trader ships....Trader Rattler or a new design.  

I want an explorer (cough raider) ship.  Something a bit bigger with more guns but not a dedicated hauler.   The old whaler/explorer ships would be a good example of this. Drop some of the guns and add a bit more cargo space. 

  • Like 2
Posted
44 minutes ago, Christendom said:

An example of region specific mats.  Strong Hull Bonus - requires "Southern Live Oak".  "Southern Live Oak" can be found in various ports from Savannah to the Texas areas, making it more historically accurate.  Strong Rigging Bonus - requires "Habana Hemp".  Found in of course multiple regions near the Habana area.  You guys get the right idea.

I seem to recall that Northern Wolves posted a rather long and detailed piece on resources, not only regarding a more historically accurate map/distribution on Live Oak production but also with regards to other resources that could be involved with ship production.  I can't seem to find a link to the post though atm. 

Posted
5 minutes ago, Sir Texas Sir said:

I want an explorer (cough raider) ship.  Something a bit bigger with more guns but not a dedicated hauler.   The old whaler/explorer ships would be a good example of this. Drop some of the guns and add a bit more cargo space. 

Historically Brigs were mostly used as whalers.  

Posted
5 minutes ago, Wraith said:

Again touching on other proposals I've made, I think free ports should disappear for the most part (teleporting war ships magically into a nation's home waters is dumb), while trade outposts could be established that allow for shipping or perhaps even shipment enabled between regional capitals, etc. But with what I proposed above (AI traders moving goods between player contracts) you might sidestep the player shipping needs entirely?

My bold emphasis above.

If those AI traders are attackable by privateers, that is one thing.  On the other hand, if they haven't (and you no longer need to transport your goods in a player sailed trader ship), then you will risk killing OW privateering.  

Posted
Just now, Wraith said:

That's the whole point of the system. All trade goods move on the open world in my scheme. That opens the door for much, much more OW privateering, and in fact enables content like economic warfare, blockading enemy shipbuilding ports, etc.

OK.  Thanks for that clarification.

I would support that (with the caveat that those who would prefer sailing their goods around themselves still have that opportunity (because they don't trust the AI sailing skills over their own for example). 

  • Like 2

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