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Fishing

PostPosted: Mon Jul 13, 2015 10:29 pm
by Francois le Clerc
CJ each time i cancel a fish route but dont recall the fleet it continues fishing.

When i cancelled it it had 36cargo and now it has 95 and i actually have them in warehouse tortuga mate......

Re: [No Bug] Fishing

PostPosted: Mon Jul 13, 2015 11:08 pm
by Captain Jack
Cancelling a route, means that the fleet will not go back fishing once it returns to port. It will continue till it is full though.

When you recall the fleet, it will stop fishing and return back.

Re: Fishing

PostPosted: Mon Jul 13, 2015 11:10 pm
by Francois le Clerc
thx

Re: Fishing

PostPosted: Thu Jul 16, 2015 2:20 am
by Sir Colchian Niveus
CJ can you arrange somehow massive control of fishing routes, same way it is with trade routes? maybe change them from trade route to fishing and the opposite also?

Re: Fishing

PostPosted: Sun Jul 19, 2015 8:56 pm
by Barnabas Sackett
Monkey D. Luffy wrote:CJ can you arrange somehow massive control of fishing routes, same way it is with trade routes? maybe change them from trade route to fishing and the opposite also?

+1

Re: Fishing

PostPosted: Sun Jul 19, 2015 9:07 pm
by Jim Hawkins
If you did that everyone would fish and there would be no need for trade routes and trading.

Re: Fishing

PostPosted: Sun Jul 19, 2015 11:22 pm
by Most Lee Harmless
Trade wont die out : we still need to import stuff to build ships, whatever our level of play : and for hide-out owners, again, we need to import even more stuff : run a GS and we need to import even more stuff again, and also to ship bars back out to pay for that : I do doubt we will see trading of the type previously seen, the mega-fleet model, because that as had its day and only really worked then due to the low-fame bar defence.

But, with the new resource buildings and with player-based production more directly affecting port stocks and prices, a new model of trading, and a more diverse range of routes, will emerge: profits are to be found there and clever players will seek them out. Which is the essence of being a merchant, in the end.

Re: Fishing

PostPosted: Mon Jul 20, 2015 4:22 am
by Barnabas Sackett
Danik wrote:Trade wont die out : we still need to import stuff to build ships, whatever our level of play : and for hide-out owners, again, we need to import even more stuff : run a GS and we need to import even more stuff again, and also to ship bars back out to pay for that : I do doubt we will see trading of the type previously seen, the mega-fleet model, because that as had its day and only really worked then due to the low-fame bar defence.

But, with the new resource buildings and with player-based production more directly affecting port stocks and prices, a new model of trading, and a more diverse range of routes, will emerge: profits are to be found there and clever players will seek them out. Which is the essence of being a merchant, in the end.

I agree.

Re: Fishing

PostPosted: Mon Jul 20, 2015 9:56 am
by Jim Hawkins
I am not saying trading will die out I am saying that atm without party cards fishing is the most profitable.

If mass fishing ground ( ports ) changes were implemented you would not need to trade to make a profit. Some adjustment to prices my be need to search for a profit. Re Gold Smith and fleet building I run both on just 2 fleets

I do agree that as the game develops and we make our own timber, rum, cotton, tobacco and Iron things will change. I would rather the DEVS work on the new features suggested rather than make fishing easier.

Just my opinion

Re: Fishing

PostPosted: Sun Jul 26, 2015 10:27 pm
by Sir Colchian Niveus
CJ can i have a response of you on the request of making it more flexible by making it like trade route with check all terminate or check all edit?