[Disapproved] Ships and ships guns - Influence

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[Disapproved] Shouldn't ships and ship guns matte

Postby Most Lee Harmless » Sun Apr 12, 2015 8:41 am

This would be the nobles who cant become noble for six months after starting the game, as suggested by another 'rule change' proposed elsewhere?

Probably the same ones who wont be allowed to buy credits either, proposed by the same 'veteran'.

Do I sense a degree of panic in all these new suggestions, which seem to be aimed at preserving entrenched power and denying new players any fun at all? Well, maybe so, but why on earth would anyone join this game, then stick with it for however how long before they would be allowed to actually do much at all, apart from being farmed daily.

So what's left, a steadily diminishing pool of 'veterans' sitting atop an ever-shrinking player-base, proclaiming their divine right to rule...
-1 : Move to archive.
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Re: Its a Pirate Game so shouldn't ships and ship guns matte

Postby Alkie » Sun Apr 12, 2015 9:19 am

When you state Divine right to rule that means the overall "veterans sitting atop" has some sort of political ring going on so to keep peace and growth for everyone even with the new added ideas to me I think the best way is to fix your ties if your able to afford it, and get cracking on working with treaties such as for example, a Peace Treaty.
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Re: Its a Pirate Game so shouldn't ships and ship guns matte

Postby Stephenhopkins » Sun Apr 12, 2015 11:46 am

Thanks all for the replies.

I'm thinking that existing nation influence maybe should not matter as much as this isn't about retaining the status quo as it is making it easier for new players to build up influence and make a difference in the game by playing it without becoming a wallet warrior so to say.

As it is, the paypal paratroopers can completely dominate the game without using the gameplay mechanics and historical genre much if at all and I think that is outsized to the impact they are supposed to be able to have on the game.

The suggestions made by Alkie and Synaster are exactly what I'm looking at and I would prefer this be a collaborative effort as I don't have the years in some folks do in this game.

I'm not sure if the idea of ships (ie: synaster's)

0-50 ships = 80% influence multiplier
50-100 ships = 90%
100-200 = 100% Influence (all of it counts)
200-250 = 105% Influence


or Alkie's

x.05 gun/fleet power (Governor)
etc
x.033 gun/fleet power (Captain)
x.03 gun/fleet power (Pirate or Citizen)


is a better basis?

ideas, thoughts etc
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Re: Its a Pirate Game so shouldn't ships and ship guns matte

Postby Stephenhopkins » Sun Apr 12, 2015 11:49 am

Danik Renoir wrote:Interesting ideas.. but aren't you just handing more economic power to the mega-traders?


They certainly had influence in the historical period (ie: East and West India Cos in various forms etc) as did those who could command fast fleets and both should be better reflected ingame with regard to influence and port control etc imho.
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Re: Its a Pirate Game so shouldn't ships and ship guns matte

Postby Stephenhopkins » Sun Apr 12, 2015 11:51 am

Danik Renoir wrote:This would be the nobles who cant become noble for six months after starting the game, as suggested by another 'rule change' proposed elsewhere?

Probably the same ones who wont be allowed to buy credits either, proposed by the same 'veteran'.

.....Well, maybe so, but why on earth would anyone join this game, then stick with it for however how long before they would be allowed to actually do much at all, apart from being farmed daily.

So what's left, a steadily diminishing pool of 'veterans' sitting atop an ever-shrinking player-base, proclaiming their divine right to rule...


I would be the first to say I'd be opposed to such changes for some of the same reasons you state. I too am "new" as it were
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Re: Its a Pirate Game so shouldn't ships and ship guns matte

Postby Sir Johnny English » Tue Apr 14, 2015 4:46 am

Yeah, Many Pirate Games are based on Naval Battles. This Gold and influence is a little new to me. better if Naval battles determine ports. Land battles should also count. Besides that, water ownership (yes, like owning the coasts, own some sea!) should matter too; If just for a little way ou from the ports.
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Re: Its a Pirate Game so shouldn't ships and ship guns matte

Postby Captain Jack » Wed Apr 15, 2015 5:21 am

This suggestion is disapproved.

First of all, ships already are the most important part of the game. If you do not believe me, try to do anything without ships and you will realize it.

Secondly, ships and ship guns, as a result, already affect indirectly (or directly) every aspect of the game. There is absolutely no need to add any extra modifiers. Especially modifiers of this type, that grant you extra bonuses just because some rule says so.

If you want to gain influence with your ships and ship guns, it can be done. Go plunder your enemies, gather gold and use this gold to build up your port. This, will get you influence directly through the use of guns.


Port battles, which can affect influence are a separate topic that should be added in some way in the future. We have some ideas about it but they all include real battles and not anything like this suggestion origin.

Finally, some forum organization tips:
viewtopic.php?f=5&t=142

Discussion is a better place to pose an idea. Keep suggestions forum only for final ideas. A good example is that there are a couple of worthy ideas here that now cannot be continued here, as we need to keep things organized. If it was in discussion, we would simply take the best ideas out of the topic and then move them to a suggestion topic.
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