Ship load-up function.
Currently, We have a system for moving items such as cargo and sealed/dark sealed chests off our ship via talking to enzinor or Kenton. I suggest an effective opposite of this function, being a load-up mechanism. You would talk to a shipwright and enter his shop, where there would be a cargo category next to the ships and items category. You would enter this category and place an order for a certain amount of cargo, (probably as much money as you have) and press buy. If you have no crew, the shipwright would just say something along the lines of âyou donât have a crew to move the cargo, come back when youâve hired one.â However if you do have a crew, the cargo will start unloading into your ship.
This leads me onto the second part of this suggestion, cargo hold improvements. I know a cargo function will be added in the nimbus sea update, which will put items on your ship into your hold when you cross seas. I suggest that, when utilizing the earlier function it will funnel the cargo directly into your hold, instead of onto the deck of your ship. As the ships become bigger and more expensive the cargo hold will become bigger. (you get more capacity for how much cargo can be put in your hold. E.g. Ketch would have enough cargo capacity to hold 10k worth of cargo, like it roughly does now, and the brig would have enough capacity to hold maybe 12-15k worth of cargo.
nah makes cargo too easy
if you arent loading up the cargo nor selling it yourself, whats preventing anyone from buying 200 crates whenever they happen to to go another town and make a ton of money without any effort. sure, maybe itd take a couple minutes to load, but its easy to do other things in the meantime to stay productive while getting free money
Itâs pretty reasonable, yeah. Itâs odd for a crew to help you unload stuff but not help load it in the first place. Could be formatted better though.
I really donât see a problem with this.
Do yaâll love the mindless tedium of running back and forth between a shipwright and your ship over and over and over and over and over that much?
If doing cargo is supposed to have a challenge, maybe the challenge should be transporting it, not having the patience to get it on your ship in the first place.
This is a nice idea on paper but getting that much galleons in that fast of a way can be too easily abused; especially for an automated method such as auto filling your ship, then going to some town and auto selling them for money. Getting Galleons shouldnât be able to just be gained with so little effort. We also gotta consider the market outcomes with this kind of stuff.
If we have something like this then the galleon rates you suggested should be reduced from 10k to like 1.5k, and even then thatâs still a lot.
Just as auto selling would reduce the galleons by some %, the same should go with auto filling ships, hence my estimated number. With this we can remove the tediousness as you said but make it so that it isnât going to crash the value of galleons into literal dirt. We donât want the game to play for you after all.
but then why can your crew unload things from your ship but not load? maybe just lower the capacity they can fit in the storage (like up to 20 or 30 or something idk what it was ), itâd help for dark sea runs and whatnot
iâd say either 1 or 2 boxes, of course thatâs if the rowboat can stay afloat with that much weight on it
@Vratien I believe itâs a very nice QoL change, but as others have pointed out, the earnings would have to be reduced to maintain balance. another issue with this is the recieved exp, which iâd say would have to be reduced as well to limit the level gain from doing a few cargo runs.
itâs something i want, however in ordor to keep some balance there need to be a few changes to the suggestion, i.e. there needs to be a limit (one lower than the proposed) on how much galleons worth of cargo can go on one ship. as well as a reduced exp intake to limit the extreme level gain possibilities youâd get from this. one can rationalize such limitations as a workerâs tax, meaning that you pay your crew money for the work they do (while still letting yourself keep a bit of money). For the reduced exp recieval, this can be rationalized by the fact that; since youâre not involved in all parts of the trade, you do not experience all possible experiences (non game related definition of experience is used here), resulting in recieving less exp.
if the last part is not clear:
think of the cargo process as something that grants exp at every part of the trade
meaning: when buying cargo you get exp, traveling with the cargo gives you exp, and selling gives you exp (of course itâs only given at the end of the process). with this change, however youâd exclude yourself from 2/3 of the process resulting in less G and exp.
I say the best way to balance this idea is simply to add a new system that makes the âchallengeâ of cargo not the act of wanting to give up after running in circles placing boxes meticulously on your ship for 2 hours.
Probably giving the game some way to tell how much cargo youâre carrying and initiate a pirate/navy/assassin response to match it.
I donât think that adding an âauto loadâ function would necessitate a re-balance/nerf of the cargo mechanic. more specifically, if the only thing keeping the cargo mechanic balanced as it currently is, is the fact that it is tedious as sin to perform, just means that it is a bad system and needs a rework anyways.