ID
Password
FlashGuide
FlashGuide
HA Infomation

Suggestions

  Index

  • Blackgunner's Proposal on Navyfield Economy

    01. 23. 2012 14:09

Recommend : 7

BlackGunner
Since I began playing in middle school, I've always wanted a larger economic depth to every aspect of Navyfield. 
Sure, you have trading sailors and credits and points, but what about that 'ship' trade function? 
What use does it really have in the global economy of Navyfield?

After quite a long time of thinking about this issue, and with the new implementation of the trade market, I've thought
of something that may or may not be an intriguing solution. 

It may however, take quite a bit of work on the developers part...  But really, Navyfield has lacked the depth
of economy for a long time.  Isn't it time a change is made?


To put it in short: Every object in navyfield including but not limited to
  • Ship Hulls
  • Ship Guns
  • Shells
  • Torpedo Launchers
  • Torpedos
  • Planes
  • Bombs
Will be assigned a manufacturing time (In real time seconds)

The players dock will be seperate for each nation.  Within each nations dock will be:
  • Drydock (Hull Construction)
  • Armory (Ship Guns & Torpedo Construction)
  • Torpedo Factory (Torpedo Construction)
  • Airbase (Plane Construction)
  • Ammunition Factory (Shells & Bomb Construction)
Each factory will 'level' similar to sailors, with every part assigned an XP value for manufacturing.

Factories would require leveling to build larger and more effective guns/shells/etc.

Players would then be able to choose whether to 'store' the manufactured product, or place it for sale on the market.

Other players would be able to choose how they want to get things.  They can 'buy' the parts for their ship from the market
or manufacture them themselves.

This would allow players a secondary source of small income.

With premium, players could then choose to buy 'offsite' factories to supplement their dock factories.  These factories would function
and level just like the dock factories, but with slightly longer manufacturing times (to compensate for them being 'offsite')

Fleet owned ports would have their own factories which could be used to supplement the fleets credit/point income, or provide
manufacturing and storage for parts.

Essentially, this would create an entire market where players could choose to 'buy' their parts like they essentially do now,
or manufacture them with raw materials collected over time either by sinking enemy ships (Giving a value to each
ships wreckage tonage) or simply giving +5 or such per minute or whatever. 

 

  • Re : Blackgunner's Proposal on Navyfield Economy

    01. 23. 2012 14:21


KingCong
Agreed, perhaps deflate the economy a bit while we are at it. Factories would make good credit sinks.

  • Re : Blackgunner's Proposal on Navyfield Economy

    01. 23. 2012 16:26


Sonlirain
I'm pretty sure people will just hog everything and build things only for themselves.
This will also open room for speculations and i don't know about you but i'm not paying 4 milion credits for a Kitakami.

Recced anyway.

  • Re : Blackgunner's Proposal on Navyfield Economy

    01. 23. 2012 18:01


Mezak76
Finally a GREAT IDEA !!!!

  • Re : Blackgunner's Proposal on Navyfield Economy

    01. 23. 2012 19:19


Eradicator1
Growing economy without a growing playerbase doesn't work

  • Re : Blackgunner's Proposal on Navyfield Economy

    01. 24. 2012 03:51


ljsevern
Recommended. There would have to be some sort of NPC's selling items at first to ease the transition, but after that, a supply and demand market would be great.

Also, there should be a small cost to making stuff, with the cost for low level stuff (dd/cl/ca) being either very very low or non existant; That cost should go to the holder of the harbour.

Also, instead of "levelling" your docks, they can be controlled by a new sailor; Whose ability helps reduce the manufacturing time and costs?

Say, replace the acc ability on this sailor as Time Efficiency, and replace the reload as Material Efficiency (to reduce costs).

Furthermore, if we have the alliance system, you can have it so that if you are allied with the fleet holding the harbour, then you get benefits such as a lower cost and better levelled docks (to be set by the holding harbour owner).

Also have the harbour gaining stocks at a rate per minute (which depends on harbour investment), and the harbour owners can sell these stocks to allies or the public at a determinable price.

For players, in non harbour rooms, a small gain of raw materials per game, with more for sinking a ship. Have a sailor that if placed on a ship improves this rate (again, more so if he is high level). In a HA, the winners of the harbour assault battle get all of the raw materials from that battle; which is increased depending on investment in a new type of investment named "Salvage Fleet".

Oh, and to add; Massive credit sink for factories after the first one.

  • Re : Blackgunner's Proposal on Navyfield Economy

    01. 25. 2012 17:44


BlackGunner
Bumpin'.

Needs more feedback.

  • Re : Blackgunner's Proposal on Navyfield Economy

    01. 27. 2012 15:33


bolobane
i would just import mine

1