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Post by woelf on Oct 12, 2009 8:29:26 GMT -5
pirate or American fort: Opportunity Point, 5 gold cannons: 4L 4L 4L 4L 4L 4L (6 4L) Ability: When this fort sinks a ship, you receive all gold from the sunken ship. This ability does not trigger the same turn your opponent activates Raft. Interesting idea for an ability, but I can't see it being very useful - there's no way an opposing ship with gold onboard is going to go anywhere near it.
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Post by vladsimpaler on Oct 12, 2009 16:18:32 GMT -5
If you gave it extended range and reduced some of the cannons to 5L, it would be much better.
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Post by marhawkman on Oct 13, 2009 13:51:53 GMT -5
5L cannons aren't gonna sink much....
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Post by Commodore Vendari on Oct 13, 2009 16:03:33 GMT -5
5L cannons aren't gonna sink much.... That's kind of the point, actually. It's a balance
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Post by vladsimpaler on Oct 13, 2009 23:26:53 GMT -5
If you made 2 or 3 of them a 5L cannon it wouldn't be that big of a deal, especially if the fort had Extended Range.
Consider that -most- treasure runners only have 1 or 2 masts, and you'll see what I mean.
Opportunity Point, 5 gold cannons: 5L 5L 4L 4L 4L 4L Ability: Extended Range. When this fort sinks a ship, you receive all gold from the sunken ship. This ability does not trigger the same turn your opponent activates Raft.
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Post by Commodore Vendari on Oct 14, 2009 13:49:46 GMT -5
Ability: Extended Range. When this fort sinks a ship, you receive all gold from the sunken ship. This ability does not trigger the same turn your opponent activates Raft. Try this wording: Ability: Extend Range. When this fort sinks a ship, place all treasure that ship was carrying in this fort. Ignore this ability if Raft was activated this turn.
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Post by marhawkman on Oct 14, 2009 20:59:24 GMT -5
Hmm... Who lacks forts?
A: only 5 factions(US, GB, S, P, F) HAVE forts, everyone else lacks them.
So far in this thread: Outpost thing (Viking) El Invincible(S) Opportunity Point(P/US)
So we still need: Jade Rebellion Barbary Corsair Mercenary Cursed
Now then: Kinuji Yosai (Jade Rebellion) 4G 2L 3L 2L 3L 3L (built in chainshot specialist)
Flavor text: The merchants who originally built his place had not intended for it to be used in war time. However, some of theior workers came up with a very innovative use for the Silk they trade.
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Post by woelf on Oct 14, 2009 21:40:31 GMT -5
Kinuji Yosai (Jade Rebellion) 4G 2L 3L 2L 3L 3L (built in chainshot specialist) Flavor text: The merchants who originally built his place had not intended for it to be used in war time. However, some of theior workers came up with a very innovative use for the Silk they trade. This flavor text doesn't fit at all. The cannons are way too good for a fort that wasn't built for war, and the "innovative use for silk" doesn't do anything to explain the sail-shredding capability of chainshot (which I assume is your intent).
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Post by vladsimpaler on Oct 14, 2009 23:51:40 GMT -5
Does anyone else think that Rank 3 cannons being the best for most factions make any sense?
To be totally honest I feel like rank 4 cannons should be the norm.
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Post by woelf on Oct 15, 2009 8:23:37 GMT -5
Does anyone else think that Rank 3 cannons being the best for most factions make any sense? To be totally honest I feel like rank 4 cannons should be the norm. Definitely. If any fort gets a rank-2 cannon it should be just one or two (at most) out of several, or if it has three it should get only those and nothing else. Forts are meant to be a secondary base of operations that takes on a mostly defensive posture. Their cannons should be a deterrant to enemy ships that might stray too close, but not so powerful that the fort can stand on its own without any ship support whatsoever. If you want a fort that can be used offensively, take a flotilla instead.
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Post by marhawkman on Oct 15, 2009 9:11:25 GMT -5
Kinuji Yosai (Jade Rebellion) 4G 4L 3L 4L 3L 3L (built in chainshot specialist) Flavor text: The merchants who originally built his place had not intended for it to be used in war time. However, some of theior workers came up with a very innovative use for the Silk they trade. This flavor text doesn't fit at all. The cannons are way too good for a fort that wasn't built for war, and the "innovative use for silk" doesn't do anything to explain the sail-shredding capability of chainshot (which I assume is your intent). There. The idea is not to shred the sail and rigging but to get it tangled so that it doesn't work right. historically speaking that's a tactic that was employed sometimes.
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Post by Commodore Vendari on Oct 15, 2009 21:26:05 GMT -5
Now then: Kinuji Yosai (Jade Rebellion) 4G 2L 3L 2L 3L 3L (built in chainshot specialist) Flavor text: The merchants who originally built his place had not intended for it to be used in war time. However, some of theior workers came up with a very innovative use for the Silk they trade. Try upping the cannons by one rank. That should balance your fort. Also, see what you can do about that flavor text.
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Post by Commodore Vendari on Oct 15, 2009 21:37:34 GMT -5
Here are some fort ideas:
Cursed Fort: Lair of El Fantasma - 5 gold 3S, 3S, 3S, 3S, 3S Whenever a crew is eliminated, place it on this fort instead. It becomes part of your fleet and a member of the Cursed nation.
Mercenary: Nemo's Lagoon - 4 gold 4L, 4L, 4S, 4S Ships docked at this fort can repair two masts during a repair action instead of one. Captain Nemo once used this structure to construct his prized Nautilus. Mercenaries now use it as an outpost to better repair their vessels.
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cleverpun
Master & Commander
I need more wenches / More wenches and mead
Posts: 46
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Post by cleverpun on Oct 16, 2009 23:28:26 GMT -5
Yes the extended range does make it more useful, but I sorta started with Thompson's Island, so it didn't necessarily occur to me. Thanks for the input everyone.
I also came up with a bit of flavor text while reading the comments. - "Built near a popular shipping route, ships soon started taking detours around it. The vessels who don't pay for the fort's upkeep." -- How would a mercenary fort work? Same as any other faction's? I just don't see the point (since the mercenaries are almost never played as a pure faction), but a merc fort that can mimic an HI might be an interesting way to make them more viable for a single faction fleet...
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Post by vladsimpaler on Oct 17, 2009 9:14:45 GMT -5
You could have it be,
"Once per turn, one treasure placed on this island by mercenary vessels may instead be placed on your home island."
Would make the mercenaries a bit better and prevents other factions from taking advantage.
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