Rewarding ships for battles

Old Discussion topics

Re: Rewarding ships for battles

Postby Bmw » Mon Oct 24, 2016 2:54 am

Charles Vane wrote:
Bmw wrote:
Charles Vane wrote:My point exactly.. way to easy.


it may be "easy for someone like you who buys 1k credits a day but for most people it would be pretty hard


I haven't bought credits in months mate ;). Thanks for noticing my standing though!


it would still take some time too get the attributes on the ships 20 of them would take quite awhile
User avatar
Bmw
 
Posts: 1535
Joined: Sun Mar 20, 2016 2:43 am

Re: Rewarding ships for battles

Postby Meliva » Mon Oct 24, 2016 3:02 am

a player gets 144 turns per day naturally. lets say a player spends 100 of them fighting per day, that's 25 fights a day, which would take 4 days for 1 att. a total of 80 days for 20. but that's being given to all the ships that compete, so your getting 20 att per ship in the attack fleet. if you factor in buying turns, buying doubles turns, it would be fairly easy in my opinion to get a fleet of ships to 60ATT in a month. so I have to agree with Vane.
ship ATT points should be rare, and hard to get. this idea would make 60ATT points far less rare and this would devalue master craftsmanships, making it even easier to max them, thereby making them even more common. this cycle would probably repeat until MC's would be much cheaper then they are now and 60ATT ships will be fairly common.
I'm a meanie head! Beware my Meanness :arr
User avatar
Meliva
Community Administrator
 
Posts: 6704
Joined: Mon Apr 04, 2016 12:53 am

Re: Rewarding ships for battles

Postby Sebena » Mon Oct 24, 2016 3:44 am

Exactly how Vane explained it and MC cards are valuable right now and they are not just source of att points they are great source of credits for new players, researches aren't reserved for advanced players only there are ways to get them relatively fast and easy but those things are for them to learn in their guild
“The reasonable man adapts himself to the world: the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man.”
User avatar
Sebena
 
Posts: 1697
Joined: Wed Jul 22, 2015 3:20 pm

Re: Rewarding ships for battles

Postby Shadowood » Mon Oct 24, 2016 4:18 am

-1. Way to easy. 100% agree with Vane on this one.
I don't fear death. I look forward to it with great anticipation. For then I will met God face to face and let him know that I stole his Man of War!!!
User avatar
Shadowood
Fantasy Draft Deity
 
Posts: 4080
Joined: Mon Feb 08, 2016 5:40 am

Re: Rewarding ships for battles

Postby Grapefruit » Mon Oct 24, 2016 6:50 am

Fighting lots of battles would not make the ship any better but would make the crew more experienced.
I think there was a previous idea of having another officer, a 'first mate' on each ship who would gain experience and give bonuses to the ships battle prowess.
This makes far more sense to me as a way of encouraging and rewarding battles.
I don't know, it seems to me if they ain't got you one way they got you another,
So what's the answer? that's what I keep asking myself, what's it all about?
Know what l mean?
Grapefruit
 
Posts: 261
Joined: Tue Nov 12, 2013 10:27 pm

Re: Rewarding ships for battles

Postby Haron » Mon Oct 24, 2016 6:55 am

I agree with Grapefruit.
The T'zak Ryn offers Naval Combat Solutions for the Quality Conscious Customer
User avatar
Haron
Forum Rambler
 
Posts: 1931
Joined: Tue Mar 29, 2016 10:04 am

Re: Rewarding ships for battles

Postby Captain Jack » Mon Oct 24, 2016 9:00 am

A similar idea has been discussed before and we ended up that the win criteria is a bad criteria to reward anything more than it is already rewarded.

If we were to reward the crew in some way, then this would be through the damage done to real players. This seems like the best way to meter real experience.

This is a good timing to discuss such as right after Credits exchange, the next big thing we want to lay our hands on is further specialization on ships. The plan is that 1.9 version should start with a major specialization feature and dedicate all the rest of 1.9 version in finishing all specialization ideas. Once we are ready, we should be able to go to version 2 with whichever big thing we choose (ie Foot battles or IC extension)
User avatar
Captain Jack
Project Coordinator
 
Posts: 4043
Joined: Tue Feb 08, 2011 1:12 am
Location: Pania

Re: Rewarding ships for battles

Postby Most Lee Harmless » Mon Oct 24, 2016 9:07 am

Whatever happened to the 'Dogger', the specialized fishing craft, which was, apparently, ready to be launched months ago?
-1 : Move to archive.
User avatar
Most Lee Harmless
 
Posts: 3987
Joined: Sat Mar 01, 2014 3:48 pm

Re: Rewarding ships for battles

Postby Maha » Mon Oct 24, 2016 10:05 am

Maha thinks that the present bunch of non-fighters should get lured into fighting to get more action in avonmora.

a small group of players appear on the plunder board of most ports every day. we've seen them and we know them. these players don't need extra encouragements.

Big traders will not go into an attack for profit scheme because that would invite retaliation and loss of profit.

the middle group is the target group who should be motivated to fight.
most newer players fit in this category. the pirate missions help them to be aggressive. 500 pvp wins for a 50mil gc bonus? no problem, lets fire those cannons!

and then it stops. the missions over and what now? trading is a bit boring but attractive. skirmishing is a blind bet is not so rewarding. (some old hands are probably thinking "do your homework, boy") and plundering is patiently waiting that some weak fleets are lit up, knowing that your own weak fleet will get plundered as well.
why fighting for gc when you lose most by counter attacks?

good incentives could be the motivation to become more aggressive. the pirate tech does that at great cost for the few dedicated fighters who don't need more encouragement, but for the target group way out of reach.

this proposal is a good idea, just put a cap on it like the 200 captain win limit. thus it would stimulate the right group to invest is tech stuff while they are rewarded on the way to get there.

another incentive could be special attack voodoo cards for those under 2000 pvp wins . these cards could give rewards in gc like the pirate tech does, or e.g. double the damage, defense or firepower.

yet another way is to make the final missions exclusive; now we all can do all three mission lines, pirate, noble and merchant. make the last few levels exclude the other options. this way up and coming pirates won't be encouraged to create merchant fleets and turn merchant.

still another way to create more buzz is to have an ongoing competition that encourage all to participate. e.g fleets are given 'handicaps' according to the strength of those fleets. (5 MOW lvl11 = 0 handicap, 1 cutter lvl 1 = 250 handicap and the rest is somewhere inbetween. each PVP win generates competition points and the 10 fleets with most wins gets a reward. (either daily or weekly competitions). maha suggests that the prices should be from a list from which the players can choose, on the list could be a random voodoo present, a gc reward, a captain (for those with under 200 captains) an admiral, leveling up of a ship in the winning fleet etc.
User avatar
Maha
 
Posts: 848
Joined: Mon Aug 08, 2016 10:12 am

Re: Rewarding ships for battles

Postby Captain Savage » Mon Oct 24, 2016 11:07 am

Charles Vane wrote:100 battle can be done in 5 minutes or less..

I don't know about you but I find it quite hard to fibd a 100 players on the plunder board in one day.... maybe it's because I am new.
Tired of greedy bankers?

Well come on down to Savage Bankers !The only bank that gives you 500k Monthly for every deposit of more than 10 000 000

Open your account today :chest
http://s2.piratesglory.com/index.php?page=bank&id=206
User avatar
Captain Savage
 
Posts: 102
Joined: Sat May 28, 2016 6:37 pm

PreviousNext

Return to Archives