LuchsTheLynx Posted February 13, 2019 Posted February 13, 2019 Just a quick suggestion, see what others think, What if you where able to use doubloons to remove a upgrade from a ship. classic example where you cap a ship and its not the best build, but someone decided to throw a naval clock on it or some other thing. I think it would be a great idea to implement a system like that. 8
Custard Posted February 13, 2019 Posted February 13, 2019 You can remove upgrades from a slot by right clicking on it and choosing destroy, then the slot is free for another upgrade 1
Jan van Santen Posted February 13, 2019 Posted February 13, 2019 I think he wants to extract the upgrade w/o destoying it I made a similar suggestion years ago, based on the "Extractor" from RoM. And I would extend it's uses to extract trims and "implant" them on crafted ships. All for a price ofc. 1
z4ys Posted February 13, 2019 Posted February 13, 2019 (edited) If you want a mod back... Just take your ship in fleet ( before remove all other mods you dont want) sail out. Attack a trader (or any other npc) Tell your fleetship to stop get close press [x] and sink it Access hold take dbs and the mod out leave battle get insurance Edited February 13, 2019 by z4ys 2
PG Monkey Posted February 13, 2019 Posted February 13, 2019 So make permanent upgrades non pemanent ? 10
van der Clam Posted February 13, 2019 Posted February 13, 2019 (edited) 7 minutes ago, PG Monkey said: So make permanent upgrades non pemanent ? But this is where permanent upgrades should be better categorized. A Bow Figure, Hammocks, Sails, etc for example are easily removed and therefore should not be considered permanent. Heck, even Copper Plating can be removed. I think things that are actually removable without damaging a ships design and structure integrity should be removable....however...some things like copper plating, extra plankings, etc should give us only parts of the resources to rebuild them. We should go through the entire list and deem which of them to be removable and which would return only parts. Edited February 13, 2019 by van der Decken 1
PG Monkey Posted February 13, 2019 Posted February 13, 2019 17 minutes ago, z4ys said: If you want a mod back... Just take your ship in fleet ( before remove all other mods you dont want) sail out. Attack a trader (or any other npc) Tell your fleetship to stop get close press [x] and sink it Access hold take dbs and the mod out leave battle get insurance I hope they fix it (after I get the naval clock from my Hercules ;)) 1
Barbancourt Posted February 13, 2019 Posted February 13, 2019 4 hours ago, LuchsTheLynx said: Just a quick suggestion, see what others think, What if you where able to use doubloons to remove a upgrade from a ship. classic example where you cap a ship and its not the best build, but someone decided to throw a naval clock on it or some other thing. I think it would be a great idea to implement a system like that. I don't like it.
Thonys Posted February 13, 2019 Posted February 13, 2019 well if you remove a light rudder from a ship in the shipyard the builder is still in the possession of a removed light ruther recycle is a common thing i suppose 1
Guest Posted February 14, 2019 Posted February 14, 2019 (edited) 11 hours ago, Wraith said: RIP mod market. tbh the mods should never be more valuable then the ships, considering the insurance dont work that well just because of the redicilous prices on the mods, i dont really see this as a bad idea Edited February 14, 2019 by Guest
LIONOFWALES Posted February 14, 2019 Posted February 14, 2019 (edited) In a game that is far too dependent on certain upgrades, we should be able to reuse them... and yes the ship should be worth a whole lot more than the upgrade... far more material goes into a ship than the upgrades anyway.... unless you would consider time as material of course. I am in favor of such a scheme to allow the demounting of upgrades at the cost of dabloons. Edited February 14, 2019 by LIONOFWALES
Hethwill, the Red Duke Posted February 14, 2019 Posted February 14, 2019 The prices of the mods are our doing. The more we decide they are worth - by the price we agree to pay - the more we think they are worth. Good arguments pro and against the suggestion. In my point of view, the Modules ( non crew related ) should be part of the crafting options and not separate "tokens". That way the value is the entire ship and all Crew related "refitting" would be Knowledge slots. 3
Vizzini Posted February 14, 2019 Posted February 14, 2019 be even less reason to fight over ports that contain wanted items , i see that as a bad thing the idea that people will just fight for fightings sake, is fanciful we need more reasons to go out and fight over territory, trade or whatever .. not less 2
jodgi Posted February 14, 2019 Posted February 14, 2019 23 minutes ago, Vizzini said: we need more reasons to go out and fight over territory, trade or whatever use our alts .. not less 6
Guest Posted February 14, 2019 Posted February 14, 2019 8 minutes ago, Vizzini said: be even less reason to fight over ports that contain wanted items , i see that as a bad thing the idea that people will just fight for fightings sake, is fanciful we need more reasons to go out and fight over territory, trade or whatever .. not less clan ranking, rewards for most ports, raids etcs and rewards for actually capping and not just production should be the drive to do rvr
Vernon Merrill Posted February 14, 2019 Posted February 14, 2019 2 hours ago, Hethwill said: The prices of the mods are our doing. The more we decide they are worth - by the price we agree to pay - the more we think they are worth. Good arguments pro and against the suggestion. In my point of view, the Modules ( non crew related ) should be part of the crafting options and not separate "tokens". That way the value is the entire ship and all Crew related "refitting" would be Knowledge slots. How very capitalist of you , Heth.
Hethwill, the Red Duke Posted February 14, 2019 Posted February 14, 2019 3 minutes ago, Vernon Merrill said: How very capitalist of you , Heth. Every time i see folk willing to pay millions and then complain the stuff is too expensive... *chuckles* 3
PG Monkey Posted February 14, 2019 Posted February 14, 2019 I would remove all knowledge slots and make all mods tied to the ship.
Audacious Posted February 14, 2019 Posted February 14, 2019 (edited) I wish they would add some sort of point system that would allow skilled shipwright to remove them without destruction. Points could be collected doing trading runs or PBs. Edited February 14, 2019 by Pirate78
Marquês do Bonfim Posted February 14, 2019 Posted February 14, 2019 13 hours ago, Hethwill said: In my point of view, the Modules ( non crew related ) should be part of the crafting options and not separate "tokens". That would indeed be better.
Cetric de Cornusiac Posted February 15, 2019 Posted February 15, 2019 Good new use for doubloons piling up in warehouses, as we earn too many and can spend too few...
AeRoTR Posted February 15, 2019 Posted February 15, 2019 (edited) I hope they increase crafting dubloon amounts to much higher levels, so that piling up dubloons is used for something. A way to fill the OW with 5th rates and below, as histrorical as possible , controlling SOL numbers. I am sure dubloon rate is controlled by developers (or it should be), to maintain "1 dubloons" is AROUND "39" reals historical rate. So when game is released and more players online, it will not be easy to find dubloons as it is now. Edited February 15, 2019 by AeRoTR
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