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Tappy Offline
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Post: #61
RE: Your suggestions
Even having one raw material on site still wouldnt be viable.

Wood = 0 + Sugar = 232 = 232
Rum = 330 - 232 = 98 profit

Factor in inexperienced captain at 5 gold per day on a 10 day trade route = 50 (not forgeting over time captains become more experienced and cost more per day)

98 - 50 = 48, thats not much of a profit

Let's go to the extreme here and say you have an highly experienced captain
That's 55 gold per day on a 10 day trade route = 550
Profit of 98 - 550 (captains fee's) = -452, now we're losing money

Like i said before, it's just not worth it in my opinion
14-01-2012 11:18 PM
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ecocasaubon Offline
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Post: #62
RE: Your suggestions
Tappy - keep in mind that it doesn't have to necessarily be 1:1 ratio as far as input materials to outputs. In PR2, colonial good production used 0.1 Tools:1.0 Product, right? PR3 could play with the ratios of input to output to tweak the economics.

Also I think your example above assumes that the captain is only selling 1 unit of Rum. If you have a shipload of 100 Rum, the inexperienced captain nets about 9,750 profit and the exp. captain nets 9,250, right?
17-01-2012 12:38 AM
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Falko Offline
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Post: #63
RE: Your suggestions
pr3 is in part based on patrician 4
there are productions like wood->salt->(+hemp)->fish or iron+wood->metalgoods->(+hemp)->pelts ...
and the longer the production line the higher the price (and profit)
it is not a question if you make enough profit the question is IMHO are long production chains it to complex for a more action oriented game ore can there be a usable compromise
17-01-2012 01:15 AM
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Tappy Offline
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Post: #64
RE: Your suggestions
(17-01-2012 12:38 AM)ecocasaubon Wrote:  Tappy - keep in mind that it doesn't have to necessarily be 1:1 ratio as far as input materials to outputs. In PR2, colonial good production used 0.1 Tools:1.0 Product, right? PR3 could play with the ratios of input to output to tweak the economics.

Also I think your example above assumes that the captain is only selling 1 unit of Rum. If you have a shipload of 100 Rum, the inexperienced captain nets about 9,750 profit and the exp. captain nets 9,250, right?

Yes that is selling 1 unit of rum. Of course if you have 100 units you are going to make a profit but what if you have only just started making rum? You are not going to get 100 rum everytime. Let's be more realistic and say 20 units of rum are produced during a 10 day run. Your total profit will be about 2000.

I'm not saying that a profit can't be made, my point was that it would'nt be worth it for so much work getting the extra materials, I guess i didn't get my point across as well as i would have liked.

I also did mention in an earlier post that things could be changed so that the profit margin could be increased but as things currently are in PR2 i just dont think the extra work is worth it for such small returns.
(This post was last modified: 17-01-2012 03:17 AM by Tappy.)
17-01-2012 03:07 AM
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Thorin Oakshield Offline
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Post: #65
RE: Your suggestions
Tappy, you're overlooking one very important thing.

Which is:

Buying prices are not the same as production prices.
The moment you start producing the raw materials yourself - which should be the first step instead of focussing at finished goods - you're cutting down on resource prices big time. As a result the productionprice drops as well, thus gaining a larger profit.
This has always been the case in the three Patrician Games (and I've played all three of them) and the two Port Royale Games (I've also played both).

In Patrician III the best price to buy Iron Goods was around 300 and sell around 350. Thus giving you a 50 gp profit.
The moment you were able to produce your own wood, Iron Ore and Iron Goods, the production price dropped to 276 gp; thus giving you a 74 gp profit.

Taking your example of rum and comparing it with the prices I use, I get a decent profit.

In my games I buy rum for a maximum of 360 gp and selling it for a minimum price of 400. Meaning my lowest profit is 40GP, but often more.
Wood is bought for 96 gp, Sugar for 120 gp: meaning the resources used to produce rum would be 216 GP. Production cost will be the same, so one barrel of rum will cost me 300 gp, the most. Meaning I'm already making 100 gp of one barrel. Even with the captain's cost, the landtax, ship maintainence and crew costs, I'm making a profit.
When producing wood, the price of wood drops to 73 gp. In other words, another 13 gp profit. Sugar is produced for around 96 gp, meaning another 24 gp profit.

All in all, the end result would be that I'm producing rum for around 260 gp - which is 100 gp lower as the maximum buying price - but that I'm still able to ask at least 400 gp for it. Meaning one barrrel or rum gives me 140 gp's income and even with all costs taken out of it, it's still profitable.
Heck! Even selling plain wood is profitable, since in most towns it's being sold for 100 gp's.


Thorin Smile

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(This post was last modified: 17-01-2012 05:23 PM by Thorin Oakshield.)
17-01-2012 05:23 PM
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lotarn Offline
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Post: #66
RE: Your suggestions
(22-12-2011 03:18 PM)Daan Hugo Wrote:  Hi!

Again, great ideas from all of you.
@slid: This is defintly not an option, because this would be a massive change to the game mechanics (especially the AI trading system) probably causing a total collapse of the economy. It's a little difficult to explain, but if that would be the case, the user would start hording building materials. That would cause a lack of building materials which are needed by the AI and so on....
You still have the opportunity to collect the needed materials, put them into your storage and sell them to the town (which still will influence the price) after you visited the builder.
Nevertheless, it's not even realstic to deliver the goods: Let's say, I want to buy something like a car or a house. Do I have to deliver the whole materials nedded to build that? I guess not.

Sorry, I get the idea of what you are talking about, but for PR3 it isn't useful.

Best regards,
Daan

I don't understand why this is so problematic. In PR2(and in Patrician3 as well!!!) i could store the needed buildingmaterials in my warehouse and the Builder would take them from there. And this didn't cause the entire economy-system to collapse. And to the point of realism: if i own a sawmill and a brickwork and get an entrepreneur to build me a house it is totally UNrealistic if this entrepreneur DON'T use the materials i produce myself. My disappointment and encreasing frustration with Patrician4 due to this grow so much i stopped play the game entirely. And when i found this wasn't fixed in the add-on i didn't bother buying RoaD. And i for one wan't buy PR3 either if you mean to implement the same in this game.
15-02-2012 08:16 PM
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Daan Hugo Offline
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Post: #67
RE: Your suggestions
Hi!
Thank you for your reply, but I think there still will be no change in that behavior. Just imagne the following case: A player decides to start hording all food, because as time went by he started to build up some kind of food monopoly. It would be VERY likely that the whole system would get infected by negative effects like dying of the whole population. That savegame with lots of game time would not be useful anymore. We already ran some tests and the AI trading system, the economics and the population would be infected.
Sorry, but there won't be any change.

Best regards,
Daan
15-02-2012 08:43 PM
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Thorin Oakshield Offline
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Post: #68
RE: Your suggestions
What should be changed however, is the fact that the AI now uses the building materials of the player to build his houses, industries and ships.

I'm aware it should be more profitable if the player provide these materials, however, the profit is small and the AI has the larger advantage because it's his houses which get filled first, his industries that run first and his ships that sail first.

It would be more "honest" if the AI had to provide the building materials as well.
Or that the player provides the materials for the order he / she made and the AI provides the materials needed for what he ordered.
Disadvantage of this is that you need to write an entire new part to the engine. Not to mention you're very likely have to deal with a shipload of bugs.

Another possible solution is, that there's a check if the needed materials are available. If not, the order is not allowed.
This forces both the player and the AI to sell the needed materials before placing the order.
Stockpiling the goods might be an option for the player; however that player is also forced to build lots of warehouses to store those goods; thus forcing the player to loose land to build houses / industries and paying a lot of land-tax for something he doesn't use all the time.
If PR3 has the same amount of cities PR and PR2 had (meaning 60), paying lots of land-tax because of doing this, is a slow kill.


Thorin Smile

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15-02-2012 11:47 PM
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Falko Offline
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Post: #69
RE: Your suggestions
the P4 method is fair
AI and human player play with the same rules
you can build a building and dont care about the building materials and after some time the AI provides..
or you can be a big and fast builder and the littlestuff the AI builds doesnt matter much
i think if the AI build more than 3 buildings you lost an opportunity to build these building yourself and it is in some way your fault Smile (as far as i can see the AI only builds depending on the existing demand)
a building order is a good idea if that is done similar to P2/3 where only a limited amount of building could be build at the same time (in P4 you can build a complete city with >1000 building with less than a month - thats not realistic)
"Another possible solution is, that there's a check if the needed materials are available. If not, the order is not allowed." NO that i can build my buildings in advance without enough materials is one of the thing i really like about the new technique each of my supply convoys takes more bricks/wood than necessary and my buildings are build slowly with time even if i placed 200 buildings at once in a town + i get better income if i sell at the materials slowly if i have to sell wood/bricks for 200 building beforehand i would have sell the stuff for 60% of the production price or build 5 building.. sell bricks/wood .. build 5 building.. sell bricks/wood .. build 5 building.. sell bricks/wood .. build 5 building.. sell bricks/wood .. build 5 building.. sell bricks/wood .. thats not a good solution

to clarify i dont care where my building materials comes from - the counting house or the market hall
but building/planing without resources is IMHO a good idea (i buy a plot of land without having any buildingmaterial at that time)
and supplying the materials with a normal convoy over time should be doable

what would be the expected effect of the administrator lock in relation to a "counting house"-build supply?
16-02-2012 01:08 AM
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alabama joe Offline
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Post: #70
RE: Your suggestions
Hi all.
I'm very glad that another port royale come out.

First i think that pr2 is better of patrician IV for many reason , principally for the naval fight and the possibility to buy cannons and weapons by yourself , also for the warhehouse sistem and the land battles, (not counting the variety of ships ).

Things that i will be glad to see in pr3 :

1 : A improved fight sistem both for naval and land battles ( like total war games, is not a graphic issue , graphic came after gameplay first )

2 A great choice of navy , more to buy and conquest , some expensive ship that you can buy at enormous price and can be your pride (not only by conquest them) , and possibility to customize your fight ships in many details.

3 More buildings (like restaurants , hotels, private docks and so on ) , and a real buildings market , like for the goods , a market based on buildings , to buy and sell at different price depending on : positions , inhabitants , beauty , services and so on.

4 A deeper diplomacy sistem , where your position (relative to your rank and power ) influence more the relations with state , and you can negotiate directly with city council or governors .

5 A better sistem for naval sieges , and for pirates hideouts .

6 Possibility for your ships to raise the jolly roger and act as pirates (without letter of marque) with the risk of loosing the anonymous stats if defeated or if dont defeat totally an enemy.

7 .. absolutely not necessary , more weapons types for land men , like different tipe of arquebuse and muskets, handgun , spears-helbard and swords , maybe defensive armors and shields

8 more fluid duels , so more fast , last system was good but too slow , and make you easy to prevent by enemy attacks , more fast and fluid can become a beauty system for me.

For now is all ,
mine ar only personal suggestions Smile maybe wrongs .
Thanks you and keep up the good work
16-02-2012 05:23 PM
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alabama joe Offline
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Post: #71
RE: Your suggestions
A new types of buildigs can be your personal dock-remittance , where you can sell ships at your price for who is interested , where you can repair your and others ships with your own materials , where you can built ships , and built them even with projects , i mean :

that you have some types of anknowledges like various types of hull , sails board and so on , you can combine this things and this will work with different stats , like hull resistance , speed with and against wind , number of crew eccetera.

This can be achieved by research and discoverys , and can carry to new types of missions .
17-02-2012 12:25 PM
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Daan Hugo Offline
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Post: #72
RE: Your suggestions
Great ideas and many of them are already implemented Wink

Thx!

Best regards,
Daan
17-02-2012 01:17 PM
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deedy Offline
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Post: #73
RE: Your suggestions
Hey Daan,

Any chance we will see perhaps a developer narrated gameplay short or something similar at all before the release date?
18-02-2012 09:22 AM
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Daan Hugo Offline
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Post: #74
RE: Your suggestions
Hi!

hmm... This decision is not up me, so I can't say anything about that... sry Sad
There is a video (http://www.gamestar.de/index.cfm?pid=1589&pk=64447) from a german gaming magazine called GamesStar. This video is about a pre-beta version of PR3.

Best regars,
Daan
18-02-2012 01:11 PM
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deedy Offline
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Post: #75
RE: Your suggestions
Thanks for the prompt reply, It looks good I'm really looking forward to it!

*edit*
Found another one;
http://www.youtube.com/watch?v=kYq7WjEZsMQ

Just a few minor clips and a bit of info
(This post was last modified: 19-02-2012 10:48 PM by deedy.)
19-02-2012 11:09 AM
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Malaras Offline
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Post: #76
RE: Your suggestions
I'm not reading through all these post's lol.

Are there gonna warehouse's and such, micro managing and the ability to create new towns?

Take over other towns for myself?

Also have your own fleet of ships?

Is the game modifiable?

Also sandbox game-play where quests are not required?

Also can you have multiple fleets of ships? Like my fleet 7, random captain 10, and/or a trade fleet?

Never played any of the port royal series, but just bought pr2 on gamersgate a few mins ago. Smile

Thanks,

Malaras on Steam

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(This post was last modified: 03-03-2012 12:41 PM by Malaras.)
03-03-2012 12:38 PM
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Dorimil Offline
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Post: #77
RE: Your suggestions
(03-03-2012 12:38 PM)Malaras Wrote:  I'm not reading through all these post's lol.

Are there gonna warehouse's and such, micro managing and the ability to create new towns? Yes

Take over other towns for myself? probably Yes

Also have your own fleet of ships? of course

Is the game modifiable? think so (Patrician 4 was and its the same developer)

Also sandbox game-play where quests are not required? Yes

Also can you have multiple fleets of ships? Like my fleet 7, random captain 10, and/or a trade fleet? Yes

Never played any of the port royal series, but just bought pr2 on gamersgate a few mins ago. Smile have fun! Wink

Thanks,

Lebe jeden Tag, als wäre es Dein Letzter! / Live each day as it would be your last!
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05-03-2012 01:23 PM
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Malaras Offline
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Post: #78
RE: Your suggestions
(05-03-2012 01:23 PM)Dorimil Wrote:  
(03-03-2012 12:38 PM)Malaras Wrote:  I'm not reading through all these post's lol.

Are there gonna warehouse's and such, micro managing and the ability to create new towns? Yes

Take over other towns for myself? probably Yes

Also have your own fleet of ships? of course

Is the game modifiable? think so (Patrician 4 was and its the same developer)

Also sandbox game-play where quests are not required? Yes

Also can you have multiple fleets of ships? Like my fleet 7, random captain 10, and/or a trade fleet? Yes

Never played any of the port royal series, but just bought pr2 on gamersgate a few mins ago. Smile have fun! Wink

Thanks,

Thanks!
Well with PIV must not been very modifiable cause it seemed to die off pretty fast. I never looked into it that much though. Or was to hard to *shrug*.
But it adds replay-ability. If you can mod enough of it.

After playing PR2 some. I haven't taken over any towns or anything yet.

1. But lets say in PR3 i start off making my own town (If possible). Could i eventually be my own nation or what not? Or if i create the said town would i become a little nation then?
I'd like to have the ability for this. Then end up taking over everything.

2. And with War id like for them to actually take towns from one another.. Maybe even Military alliances to balance it out.
That you can withdraw from or create.

With random results. Not being the same every time. Would give enormous replay-ability.

I could go on and on, lol. I need to play some more.

Thanks,

Malaras on Steam

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(This post was last modified: 05-03-2012 02:17 PM by Malaras.)
05-03-2012 02:07 PM
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Dorimil Offline
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Post: #79
RE: Your suggestions
you will not get your "own town" from beginning. you'll have to earn it. Wink
in PR you got it by a quest, in PR2 from the gouverneurs...

Lebe jeden Tag, als wäre es Dein Letzter! / Live each day as it would be your last!
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06-03-2012 10:56 AM
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Pi-Xerxes Offline
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Post: #80
RE: Your suggestions
Multi-player where other players can play the pirate faction and take on the regular good players.

Quote:3 More buildings (like restaurants , hotels, private docks and so on ) , and a real buildings market , like for the goods , a market based on buildings , to buy and sell at different price depending on : positions , inhabitants , beauty , services and so on.

4 A deeper diplomacy sistem , where your position (relative to your rank and power ) influence more the relations with state , and you can negotiate directly with city council or governors .

5 A better sistem for naval sieges , and for pirates hideouts .

I agree. Need more buildings and better naval combat.

I want to play as a naughty pirate with a base hideout. I want a challenge more than the AI can give -by attacking real human players.
(This post was last modified: 07-03-2012 02:41 PM by Pi-Xerxes.)
07-03-2012 02:38 PM
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Gametweeka Offline
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Post: #81
RE: Your suggestions
If I could get one change from PR2 it would have to be that in a long running game all of the ports end up with ten cannons in the harbor turning each and every raid into a long, boring, battle of attrition. If you had any skill whatsoever these things posed no real threat to you and they were just about as boring as could be to do over and over and over.... maybe something with a little more variety or excitement there?

My ideas

Spread the cannons out more, why exactly are they defending one tiny section of the port from bombardment?

Ability to "send spy" to a harbor to give player an overhead map view of the area before deciding to commit to the battle or not.

Once engaged having AI retreat/surrender if taking heavy losses and making no gains by defeating player.

More fighting AFTER port battle. At some point you would have to hit land and fight to accomplish anything other than weakening or destroying harbor defenses.

Smaller ships should have toggle to "put out oars" which reduces cannon available to be fired by half but increases speed in low wind. This gives incentive to use smaller ships in combat and makes them more effective when fighting larger opponenets.



Also, it would be awesome if you could SET POLICY for your captains and have them act according to your desires for preferred trade partners and goals and have them just go and use AI instead of having to micromanage everything. When to repair, spending limits, fight of flee in encocunter, etc etc. Just optionally of course.

One more thing, larger lots or smaller houses in towns so that by the time they are "full" they don't look like a real world version of HELL they are so cramped and congested.


Finally naval combat then was all about formation and movement tactics. How and when targets were chosen in an opposing fleet. Think of naval combat.... and think of a system similar to Gratuitous Space Battles! Naturally not a facsimile but a system where you can set up a fleet, choose it's formations, how targets are selected, etc etc. Then you have the option of commanding the flagship yourself or entrusting the battle to your AI captains. Glorious sea battles! I believe this to be the finish line all games of this genre are looking to reach as far as the combat aspects of the game.
(This post was last modified: 07-03-2012 09:18 PM by Gametweeka.)
07-03-2012 08:55 PM
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Maximus36 Offline
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Post: #82
RE: Your suggestions
Nice suggestions here... I have so many expectations on this game. PR2 was great until you got an advanced status. There, it became quite boring and mechanic. Hope this time it will be different.

Keep on the good job.
19-04-2012 08:19 PM
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vladicorp Offline
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Post: #83
RE: Your suggestions
Hello, Please make a side missions like a romancing different girls.
Chasing Treasures with a hidden maps. Upgrading ships , buying new once. Building Island Residences where you can stay while you are in a specific city,
20-04-2012 12:43 AM
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Hassie Offline
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Post: #84
RE: Your suggestions
I haven't read through ALL the replies on this thread, though I read about half of them. I LOVE games in this era, anything with ships with sails, cannons, pirates. Port Royale 2 was my first true love of this Genre. I have obviously, since played many newer titles.

From what I have seen, as far as available ships, map, and how the towns are set up, it looks very similar to PR2. 16 ships is what PR2 offered, if you DON'T count the Bonus Ship. I would say my favorite game in this genre, albeit on the outside part of the genre, with the graphics, ship control, modding ability, was Age of Pirates 2. The game wasn't really all that, but the ability to mod the game extensively was great. I believe it went from 24 ships, to 116 with the mass modding.

PR2 had some modding, if you went into HEX, you could easily change the stats of ships to reflect more what you thought was realistic, or how you wanted it to be played. Is PR3 going to have a modding system like PR2, or maybe like Age of Pirates 2 with Notepad modding ability, or will it be mostly hardcoded into files that users won't be able to change very easily?

I'd love to see some ship animations, goods, buildings, and any number of things added to the game by your user base. You have a ton of active players that can do wonderful things to make your games that much better if they are allowed within the coding. Just my 2 cents...


Hassie

Another thing I always thought would have been a nice small feature in PR2, would have the extra ships under a captains control, have their own captains/commanders, with their own stats to boost those ships. Maybe have Captains/Admirals in control of a fleet with their stats affecting all the ships to a lesser degree, and Commanders/Captains each have their own stats affecting their own ship to a larger degree.

It is far too late in the process to include this in the game, but are there plans to create expansions, either full expansions, or downloadable content for PR3?
(This post was last modified: 23-04-2012 11:43 PM by Hassie.)
23-04-2012 11:02 PM
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SyberSmoke Offline
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Post: #85
RE: Your suggestions
(15-02-2012 08:43 PM)Daan Hugo Wrote:  Hi!
Thank you for your reply, but I think there still will be no change in that behavior. Just imagne the following case: A player decides to start hording all food, because as time went by he started to build up some kind of food monopoly. It would be VERY likely that the whole system would get infected by negative effects like dying of the whole population. That savegame with lots of game time would not be useful anymore. We already ran some tests and the AI trading system, the economics and the population would be infected.
Sorry, but there won't be any change.

Best regards,
Daan

There are two ways this could be prevented. The first would be that the AI will actively maintain a base amount of "staple" item production that the player can not purchase or cause to go out of business. The second immediate thought would be that each city maintains an emergency supply of materials that the player can not influence or other wise touch.

Ooo...A third idea would be the implementation of "imminent domain" where the colony has the right, in extreme circumstances to relieve necessary materials from private parties that may be hoarding them. Or taking over of property if it is in the greater good of the economy to prevent total collapse.

There are allot of ways to get around the issue using real world examples. Big Grin May be they will help, may be not...but I would like to say that having to depend on the market for everything is not fun. And all to often when it comes to Patrician 4, when I dump in goods to build my own buildings, they just go some where else entirely as the AI hoards things. Yup...annoying.
27-04-2012 12:41 AM
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Trenidor Offline
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Post: #86
RE: Your suggestions
I went online to find what HAS been changed since PR2 and if it's worth it to buy PR3, but I couldn't find anything specific. I'm a big fan of PR2, but I don't see any reason to purchase a new Port Royale if nothing major has changed--the simple 2d and 3d graphics of PR2 are perfectly fine. The naval battles are fun (attacking towns is tedious, but you deal with it because that's not the best part of the game).

The number of ships you can choose from are well and good--if you think about it, you're ALWAYS going to get the best ship for your operation, whether it has 100 cannons or a massive cargo hold, so in that regard you only really have 2 ships (sure, you start out with a small ship, but if you have any common trading sense you can purchase your way up pretty quickly) and historically you're limited on your ship types.

Trade routes, are difficult to set up and adjust to get just the right balance, but in PR2 that FORCED you to really think about changing your system or if there were alternatives you didn't think about, like building a colony after winning a war and having that colony be in the perfect location for your trading.

What really made PR2 into such an awesome game for me was how business oriented it was. There are a lot of S!@#ty games out there that call themselves business simulators but really they're more about unrealistic behavior and ability at pointing and clicking than anything else. PR2 let you go through all of the processes: start out by buying all of your supplies and transporting them, improving your business processes and operations and reducing your costs, expanding your territory, then lobbying to improve your market dominance... Sometimes I felt like I should write a business plan up before venturing into the garments industry!
The swashbuckling part of the game came second, in my mind. The name is in fact "Port Royale," not pirates of the caribbean... Not only was it expensive to live off of gunpowder and cannon balls, it was also insanely difficult.--just like real life. We hear plenty of stories about pirates, but the real pirates of the day lived in such different time periods that it was as if there were five to 20 years of peace before a new pirate came into play. I think in PR2 the fact that there were TONS of adventures to go on and things to do compensated for the fact that if you didn't have 5 galleons and you still wanted to be a caribbean jerk you could almost eck out a living doing it. I typically saved that for when I reached the lobbying phase and needed to impress the King of France in order to extend my business in the caribbean.--I think that's quite realistic really. Some of the biggest pirates were probably patronized and flew one country's flag, just like some of the biggest corporate pirates of today fly under one country or another's flag...

Now that you know what I loved about PR2 and how I saw the game, let me offer my suggestions (kinda late I imagine...I wish steam would have informed me that PR3 was in planning... I probably logged more hours in PR2 than any other game, including the total war series').

1. Make it more intricate: certain rums are better than others...maybe a grading system would be nice and the higher #orA grade/quality of the product the higher the price.
2. Add more types of products. I want more industries.
3. Concerning the charts and information that you can access in PR2, I think it would be best if that kind of information were limited depending on either how big your enterprise is, or how much you talk to the locals in the bar or the governor's mansion, or how many ports you actually have warehouses in.
4. More happenings in towns. They were dead in PR2. Ya, you'd get a mission occasionally, but how many times did you make a town so upset because you were hording precious goods in your warehouse and not selling and then they burned down your warehouse and stole your goods? How often did the governor order you to do something, become disappointed in you and then kick you out? This goes along with...
5. I know this is difficult to do, but there were so few types of missions. It was either follow the glass bottles, attack this town, kill this person, help so and so get into a certain town (which was just like the kill this person missions because there was always someone to kill before you got to town), save this person from a raft, etc etc. I would have liked to see massive multi-level missions, i.e. go find this for me, then rescue my son, then deliver this to me and if you do I'll laugh in your face and you'll have to duel me to get your money out of me, but you never know if this is the time that he'll actually pay or not.
6. More "characters". Every governor was the same basically. Every pirate was the same--I would have liked some governors to be as vile as pirates, and some pirates to be nice as gold, but to be surprised by whether he was coming to kill me or coming to beg for my assistance. I also think having characters for your competitors would be neat--when one enterprise gets powerful enough you'd probably hear a thing or two about their leader, if not meeting him or her in person (though I may be politically incorrect in saying that there were businesswomen of that day).
7. Upgradeable building tree... This would probably go along better with my first idea, but I think there should be two paths: mass production or quality production. As in, increase the size by 1 and number of workers or improve the quality of goods by 1 or do both. With the farms you could at least connect them for increased production power (I suppose that's how it worked) but not production buildings.
8. Request goods from afar... Tools are ALWAYS hard to come by late in the game when you dominate the tool required industries such as dyes, cigars, and cocoa. And when you have that much influence you'd think you could make deals with Europe to send you tools directly...

If the new PR3 doesn't have at least 75% of these things I don't think I'll purchase it--at least not until the price drops to $5-10. Multiplayer mode sounds cool, but I like to play for LONG periods of time and dominate the economy, so a lan game is out of the question. And I was perfectly fine with the graphics of PR2...their simplicity made it easy to focus on the business aspects of the game.

P.S. A campaign mode sounds silly to me. That's what people do to learn the game and, granted, the campaign in PR2 wasn't 100% clear, in a game of this caliber, the freeplay mode is more important than any structured campaign.Cool
27-04-2012 07:39 AM
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Thorin Oakshield Offline
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Post: #87
RE: Your suggestions
Something I thought of last night, after a small game of C:CotA.

- How about adding two more ship-types to the game. Which could be done in an add-on or a DLC.

1) The Merchantman; which would have 1000 barrels of cargocapacity, a crew of 200 and having 40 cannons aboard. Ship-size and stats should be between the Ship-of-the-Line and the War-Galleon, except for the speed; which should be around 11 knots. Of course, operating this ship wouldn't be cheap, but the large cargo-space should compensate that.

2) The Clipper (or Klipper). This one should be small, something between a Military Corvette and a Military Frigate, having no more but 20 cannons - and crew according to that - but also the highest speed. 15-16 knots at least. Operating costs will be lower as the two military vessels because of the smaller crew. The lower cargo space would be a slight disadvantage, but the higher speed of the ship would compensate that.


Thorin Smile

Hack seinen Kopf ab. Ich brauche einen Aschenbecher!
27-04-2012 12:57 PM
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Zoron007 Offline
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Post: #88
RE: Your suggestions
Hello,

Will make the game Port Royale 3 in 3D has been viewed as a possibility? At least on PC and PS3?

Would make great naval battles in 3D not?
27-04-2012 04:37 PM
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SyberSmoke Offline
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Post: #89
RE: Your suggestions
(27-04-2012 04:37 PM)Zoron007 Wrote:  Hello,

Will make the game Port Royale 3 in 3D has been viewed as a possibility? At least on PC and PS3?

Would make great naval battles in 3D not?

(scratches head) uhhh...from the screen shots it looks like the game is in 3D. If your perhaps talking about making the game available for 3D monitors and TV's...then that is a different can of worms.
27-04-2012 07:24 PM
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MIRAGE Offline
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Post: #90
RE: Your suggestions
Everyone wonderful ideas.Wink

-As for PR3 and future PR, not only the Caribbean Sea but worldwide one is good in the world.
The Caribbean Sea, the Mediterranean, Africa, India, Asia, South America, etc

-It is better to also increase the number of empires to which a player can belong.
Britain(England), France, Portugal, Spain, Nederland, Venezia, Genoa, the Ottoman Empire, China (Min), Japan,Statelessness (pirates)
etc

-You should distinguish "privateer" and an "indiscriminate pirates".
Capture of an enemy country merchant vessel is the contribution to its own country.
Capture of a its own country merchant vessel is a crime to its own country.


Thank you,Smile
30-04-2012 03:49 PM
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