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Posted

Regarding the MCRA now that we have a map, do we have to start from our faction's main port or can we start from anywhere? In the example MCRA run it isn't stated. So could I have a trade run from Belson to Granoleon, or because I'm a Sea Rat I would have to start at Bastion?

Posted

Regarding the MCRA now that we have a map, do we have to start from our faction's main port or can we start from anywhere? In the example MCRA run it isn't stated. So could I have a trade run from Belson to Granoleon, or because I'm a Sea Rat I would have to start at Bastion?

For me, it was clear we can start from where ever we want.

Now you are asking the question, i'm not so sure of it.

Posted

I think it's safe to say that a 8x8 or 10x10 build from you would count, as you always produce high quality MOCs pirate_classic.gif

EDIT: Question about ships and the MCRA. If I have a ship with a cargo score of 0, does that mean even if I went on a trade run or a predator run that produced goods, I would come back with nothing?

A cargo value of 0 will never produce any DBs on a trade run. Essentially the math is (total trade value of all ports visited X Distance modifier X cargo space percentage) So if you visited three ports and the total value was 400, and you only went three zones to do so, there is a roll of success, lets say the value came out to be 70%, so you would have 400 x .7 = 280. Your cargo hold is 2, so then it is 280 x .2 = 56 for the trade run. It can be quite lucrative, or not so lucrative, depending on the luck. The MRCA is high risk gambling, especially with bigger vessels.

You can always take treasure from another ship without cargo space, it is considered that you might be towing that ship in or putting a prize crew on it. Sometimes you will be able to sell the ship as well for more DBs.

Regarding the MCRA now that we have a map, do we have to start from our faction's main port or can we start from anywhere? In the example MCRA run it isn't stated. So could I have a trade run from Belson to Granoleon, or because I'm a Sea Rat I would have to start at Bastion?

Anywhere you want, and you don't have to pick up where you left off the last month. In this iteration of the rules, it just makes it simpler to start.

Posted

Sorry for all the questions, but if a ship has a Speed value of 2, does that mean it can only visit two ports, or two sections on the map? For instance, this MRCA round many of the sections have 2 ports. But if my ship only has a value of 2 can it visit both ports in one section (like both Aden and Londa in section 2) and travel to another section and visit both those ports (like Kieg and Stedor in section 1)?

Posted

I know it is strange, but just two ports. This is more game mechanics than reality. I suppose the in world explanation is that it takes longer to find some body to sell your goods to in port if the goods are coming from a port only a hundred miles away. The market would be saturated (another reason why the further you travel, the more money you make because the goods you are carrying are rarer)

Posted

(another reason why the further you travel, the more money you make because the goods you are carrying are rarer)

I think it's this part that's still throwing me. Almost all of the free class ships that everyone will be using this month can only visit 2 ports. So what does "distance" have to do with it? Isn't it just a matter of picking the top most lucrative ports and weighing the odds against an attack?

Posted (edited)

I think it's this part that's still throwing me. Almost all of the free class ships that everyone will be using this month can only visit 2 ports. So what does "distance" have to do with it? Isn't it just a matter of picking the top most lucrative ports and weighing the odds against an attack?

Yes ofcourse! Will you go for 2 ports in the same region and play if safe (with a low profit because it is the same region) or do you want to go for 2 ports in different regions with a lot of pirates between it (so taking the risk, meaning the yield will be higher)?

Let's explain it like this: If I am buying rum in the first port of an island and I am selling it on the other side of the island, I will not make much profit because they can easily transport the rum themself (by horse for example). If I however buy the rum there and sell it on the mainland (where they have no rum production facilities), people will love me forever and pay me a lot of money so they can get drunk and forget their misserable lifes pir_laugh2.gif

Edited by Maxim I
Posted

Yes ofcourse! Will you go for 2 ports in the same region and play if safe (with a low profit because it is the same region) or do you want to go for 2 ports in different regions with a lot of pirates between it (so taking the risk, meaning the yield will be higher)?

Let's explain it like this: If I am buying rum in the first port of an island and I am selling it on the other side of the island, I will not make much profit because they can easily transport the rum themself (by horse for example). If I however buy the rum there and sell it on the mainland (where they have no rum production facilities), people will love me forever and pay me a lot of money so they can get drunk and forget their misserable lifes pir_laugh2.gif

Exactly how I understand it - and I am in total accord with your rum parable! pirate_laugh2.gif

Posted

It seems to me that the "start anywhere you wish" idea may result in all runs only going to the top ports in the list trade wise..... Perhaps each faction's "home port" needs a list of it's own accounting for various distances from the "faction home port".....but I can see this may be problematic as the ports/islands are not evenly distributed....so some factions would have more beneficial trade routes available than others....

Posted

It seems to me that the "start anywhere you wish" idea may result in all runs only going to the top ports in the list trade wise..... Perhaps each faction's "home port" needs a list of it's own accounting for various distances from the "faction home port".....but I can see this may be problematic as the ports/islands are not evenly distributed....so some factions would have more beneficial trade routes available than others....

Indeed, so it is at your own risk to take these popular traderoutes as there might be Pirates and predators waiting for you pirate_classic.gif

Maybe now in the beginning, most of the traderuns will be succesfull, but the further the game develops and the more and stronger ships there will be, the more action we will see and the more alternative traderoutes (lower yield, lower chance to be intercepted) will become attractive pirate_classic.gif Now there is also no war between factions or compagnies. The moment there is war, there will be a lot more enemies to be aware of pirate_laugh2.gif

Posted

Thanks for all your feedback. I'll assume we are on the right track unless Ska jumps in!

Trade Voyages:

For trade voyages a vessel can visit as many settlements as a vessel has speed (+ any modifiers earned). The minimum is 2 settlements, even if the speed total is 1.

Thought I'd put that up there also so that everyone knows we can all hit two ports regardless of our vessel's speed.

EDIT: that quote got me thinking, how does that work for ships that are only able/allowed to travel in 1 zone, like the row boat? Does that mean they can't go on trade runs since you have to visit at least 2 zones?

Posted

I think it's this part that's still throwing me. Almost all of the free class ships that everyone will be using this month can only visit 2 ports. So what does "distance" have to do with it? Isn't it just a matter of picking the top most lucrative ports and weighing the odds against an attack?

Distance is calculated in zones, IE: more chances to get raided. If you travel three zones to three wealthy ports, the profit modifier is lower than if you traveled 8 zones to get to three medium wealthy ports.

Also, the mainland ports are going to be static in their number, and will only grow slowly, whereas ports in the New World grow as builders build. Your port (when it makes it onto the trade list) is already up to trade value 15.

It seems to me that the "start anywhere you wish" idea may result in all runs only going to the top ports in the list trade wise..... Perhaps each faction's "home port" needs a list of it's own accounting for various distances from the "faction home port".....but I can see this may be problematic as the ports/islands are not evenly distributed....so some factions would have more beneficial trade routes available than others....

Maxim kind of hit it here, right now those are going to be the most lucrative, protected, and perhaps raided if the Sea Rats or a rouge member of another faction wants to try it. Everyone knows that that is where the trade will be! In 6 months it will be spread out because of incentives (perhaps rum islands give x2 DBs one month?) war, more pirates, closed ports, etc... One of the benefits of joining early in the project is getting to travel the somewhat "safer" seas.

Thanks for all your feedback. I'll assume we are on the right track unless Ska jumps in!

Thought I'd put that up there also so that everyone knows we can all hit two ports regardless of our vessel's speed.

EDIT: that quote got me thinking, how does that work for ships that are only able/allowed to travel in 1 zone, like the row boat? Does that mean they can't go on trade runs since you have to visit at least 2 zones?

Yep. Your skiff needs to be in a zone with two ports.

Posted

I was having a chat with Maxim I, and we both couldn't really come up with an answer

http://www.eurobricks.com/forum/index.php?showtopic=118542#entry2432692

What actually is 'well rounded' ?

Trade, Fast, Attack, are perfectly clear, (to me)

if I search the dictionary, it makes references to well rounded ladies. And even though ships are she's I don't think that is the answer.

(If some one knows the Dutch term for 'well rounded' that would be an answer too)

Bart

Posted

"Consulting the cargo roll chart, we can see the modifier for traveling through four zones and rolling a 1 is 50%"

Where exactly is the cargo roll chart or is that a secret game mechanics thing?

Posted

I was having a chat with Maxim I, and we both couldn't really come up with an answer

http://www.eurobrick...42#entry2432692

What actually is 'well rounded' ?

Trade, Fast, Attack, are perfectly clear, (to me)

if I search the dictionary, it makes references to well rounded ladies. And even though ships are she's I don't think that is the answer.

(If some one knows the Dutch term for 'well rounded' that would be an answer too)

Bart

I have no clue what the Dutch term is, but it basicly just means "balanced". The WR-vessels are the ones which does not focus on a specific trait like speed or cargo space, but balances out the different traits.

So, good-at-everything, excellent-at-nothing kind of vessels. I hope that explains it pirate_classic.gif

As the project goes on, I am sort of hoping to get more chances to min/max ones ship, but customizing the stats to some degree. (So that we would not be limited to the predetermined classes.) I see how this would be a monster to manage, so for now, I am quite happy with the classes available. pirate_blush.gif

"Consulting the cargo roll chart, we can see the modifier for traveling through four zones and rolling a 1 is 50%"

Where exactly is the cargo roll chart or is that a secret game mechanics thing?

It is my understanding that most of these mechanics are kept secret.

I just hope it will be the same for everyone, so no one gets preferential treatment! pirate_laugh2.gif

Posted

Think of it like the USS Enterprise from Star Trek: it can do a bit of everything, like exploration, science, transporting passengers of cargo, and hold it`s own in a fight, without being a dedicated vessel to one goal exactly, like USS Defiant was a pure warship.

Posted

"Consulting the cargo roll chart, we can see the modifier for traveling through four zones and rolling a 1 is 50%"

Where exactly is the cargo roll chart or is that a secret game mechanics thing?

I had the same question.

Posted

I had the same question.

I would guess this passage from the Trade Run example in the MCRA.

Not a `chart` per se, but having to do with your multipliers seems my best guess. The roll chart is prolly a game mechanic kept under the lock and key of the powers-that-be

The trade value of the three places the ship visited is 700DB, A cutter has a cargo value of 2, which means the total is multiplied by .2 (every rank in cargo = 10%). So that is 140DB. Next the cargo roll, which determines the success of the merchants on board the ship is rolled. The bounty was very unlucky and rolled a 1 here, receiving the minimum profits. Consulting the cargo roll chart, we can see the modifier for traveling through four zones and rolling a 1 is 50%. After multiplying 140db by .5, we find that the bounty only earned 70DB for this trip.
Posted

"Consulting the cargo roll chart, we can see the modifier for traveling through four zones and rolling a 1 is 50%"

Where exactly is the cargo roll chart or is that a secret game mechanics thing?

As the project goes on, I am sort of hoping to get more chances to min/max ones ship, but customizing the stats to some degree. (So that we would not be limited to the predetermined classes.) I see how this would be a monster to manage, so for now, I am quite happy with the classes available. pirate_blush.gif

It is my understanding that most of these mechanics are kept secret.

I just hope it will be the same for everyone, so no one gets preferential treatment! pirate_laugh2.gif

If some body is a web programmer and is interested in taking a shot at a better system of reporting that would allow us to customize, so be it. We could just make certain traits worth an amount of DBs and you could buy whatever you desired. However, without a much more advanced way to calculate the MRCA, I just can't do individual numbers on every vessel.

I would guess this passage from the Trade Run example in the MCRA.

Not a `chart` per se, but having to do with your multipliers seems my best guess. The roll chart is prolly a game mechanic kept under the lock and key of the powers-that-be

You are all right, these are technically secret right now. The distance / trade successfulness modifier chart will probably change periodically, so that is the main reason why it is secret. It adds a bit of mystery. But, I can say that 1 zone is far less than 7 zones (the current max, so an 8 zone journey will still only yield the same as a 7 zone journey on the roll chart. Hint Hint... don't take the extra chance of an eighth zone).

Posted

Thank you for those precisions on the rules !

I have an other question though :

Is there any rules in order to explain how a trading flotilla works ?

I mean, is it possible to build a flotilla with different kind of boats, for example, class1 T with a class 2 F and with a class 3 A to protect them ?

And is it possible the class 2 F from this example to stop at 3 ports as its S stat says even if the class 1 T is not able to do so ?

If yes, then the trade road of the class 1 could be different ? So has it still got the protection of the other vessels ? Or has it got to follow the road of the class 2 and 3 and risk more the interception ?

And finally (phew!) :D : are the stat of all the vessels in the flotilla added together to counter an interception, or is it a roll per vessel involved ? It would not lead to the same result !

Hoping it's clear and is not to bothering or may reveal some secrets the faction leaders would not to tell.

Posted

I would say the whole flotilla would move along at the speed of the slowest boat.

otherwise it's not a flotilla if one ship goes ahead or into additional ports.

my opinion.

You can also use an higher class A vessel as an escort. That opens a spot in the maximum flotilla number of 3, for more cargo room.

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