Upcoming - Trade Route System Redesign

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Re: Upcoming - Trade Route System Redesign

Postby Cdv » Sat Oct 19, 2019 6:18 pm

William one eye wrote:Cdv ..... 200 route assignment per fleet ....
trademaster cast .....
Entire Game crashes

Nice. I should try that. ;)
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Re: Upcoming - Trade Route System Redesign

Postby Meliva » Sun Oct 20, 2019 1:35 am

Cdv wrote:
William one eye wrote:Cdv ..... 200 route assignment per fleet ....
trademaster cast .....
Entire Game crashes

Nice. I should try that. ;)


Dangit will look what you've done. You just had to go and put that idea in his head. :D
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Re: Upcoming - Trade Route System Redesign

Postby Dejanira » Sun Oct 20, 2019 8:41 am

CJ, could be interesting to have more than one only route connecting port A and port B?
Like, one is straight and faster and another one could be safer following the coastline, but slower. The faster one is maybe higher rewarding but may give some bonus to attackers, while the slower one might be the opposite.

This is a suggestion already made in the past, I think. And since you are working on trade routes and on a completely different way to manage them...
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Re: Upcoming - Trade Route System Redesign

Postby William one eye » Mon Oct 21, 2019 12:01 am

Dejanira wrote:CJ, could be interesting to have more than one only route connecting port A and port B?
Like, one is straight and faster and another one could be safer following the coastline, but slower. The faster one is maybe higher rewarding but may give some bonus to attackers, while the slower one might be the opposite.

This is a suggestion already made in the past, I think. And since you are working on trade routes and on a completely different way to manage them...


Agree this would be a nice addition.
Routes that cut across shoals, straits with dangerous wave crests, Kraken breeding grounds....ect these routes are shorter and faster but they present a risk of random danger accrument.
So x % of the time you incurr normal danger,
And y % of the time you get enough danger to light up your fleets.

The fleet that gets lit plus all of your fleets passing on the same route behind it for the remainder of that hour cycle light up.

Perhaps raiding someone in these waters might also present a chance for abnormal danger gains when attacking or in route to the target
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Re: Upcoming - Trade Route System Redesign

Postby DezNutz » Mon Oct 21, 2019 1:53 am

William one eye wrote:
Dejanira wrote:CJ, could be interesting to have more than one only route connecting port A and port B?
Like, one is straight and faster and another one could be safer following the coastline, but slower. The faster one is maybe higher rewarding but may give some bonus to attackers, while the slower one might be the opposite.

This is a suggestion already made in the past, I think. And since you are working on trade routes and on a completely different way to manage them...


Agree this would be a nice addition.
Routes that cut across shoals, straits with dangerous wave crests, Kraken breeding grounds....ect these routes are shorter and faster but they present a risk of random danger accrument.
So x % of the time you incurr normal danger,
And y % of the time you get enough danger to light up your fleets.

The fleet that gets lit plus all of your fleets passing on the same route behind it for the remainder of that hour cycle light up.

Perhaps raiding someone in these waters might also present a chance for abnormal danger gains when attacking or in route to the target


Or possibly a loss in cargo.

You take a risk to gain reward, but your fleet can run aground or battle a fierce storm, etc.
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Re: Upcoming - Trade Route System Redesign

Postby Captain Jack » Fri Oct 25, 2019 12:11 pm

Dejanira, your suggestion mostly falls here: viewtopic.php?f=5&t=5013

The trade route system will of course utilize above once ready. Trade route system still needs to preced it due to the immediate value it can add to the game.
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Re: Upcoming - Trade Route System Redesign

Postby Dejanira » Fri Oct 25, 2019 6:11 pm

:y
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Re: Upcoming - Trade Route System Redesign

Postby Argo » Fri Oct 25, 2019 10:15 pm

Dejanira wrote:
CJ, could be interesting to have more than one only route connecting port A and port B?
Like, one is straight and faster and another one could be safer following the coastline, but slower. The faster one is maybe higher rewarding but may give some bonus to attackers, while the slower one might be the opposite.

This is a suggestion already made in the past, I think. And since you are working on trade routes and on a completely different way to manage them...


Agree this would be a nice addition.
Routes that cut across shoals, straits with dangerous wave crests, Kraken breeding grounds....ect these routes are shorter and faster but they present a risk of random danger accrument.
So x % of the time you incurr normal danger,
And y % of the time you get enough danger to light up your fleets.

The fleet that gets lit plus all of your fleets passing on the same route behind it for the remainder of that hour cycle light up.

Perhaps raiding someone in these waters might also present a chance for abnormal danger gains when attacking or in route to the target..



I really like this..a little more for Pirates..but have read the link and get it... :y :parrot
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