Go to Cafe Tropico Cafe Tropico
Go to the Blue Parrot Inn
Search:     Advanced search
06/19/13 at 05:23 AM
Welcome, Guest. Please login or register.

Login with username, password and session length
207424 Posts in 10531 Topics by 2074 Members
Latest Member: cpmoneymakertutorials
   Home   Help Search Calendar Login Register  
Cafe Tropico  |  Tropico 2: Pirate Cove  |  Pirate Cove Discussion/Questions/News (Moderator: CafeDave)  |  Topic: Obviously this game is incompletely. Need more like....
Pages: [1]   Go Down
  Send this topic  |  Print  
Author Topic: Obviously this game is incompletely. Need more like....  (Read 518 times)
0 Members and 1 Guest are viewing this topic.
GP
Guest
« on: 06/14/04 at 03:37 AM »

Spent $20 to play Tropico 2 and this was just another incompleted game.

I think the game need more things like these:

1. Pirate should have money to hire labors to work on the island. Those workers should also have right to use the island facilities such as restaurants and relaxes.

2. Pirate ships should have ability to command as a fleet to loot settlements. An encounter message should pop up to player about what kind of ship the pirate confronted then player can decide to engage the action or not.

3. The pirate should be able to occupy the settlement as supply post, it might not be for immigrants but just a remark for pirates. The other 3 nations can take back the settlement later.

4. Pirates name are not important to player. Nobody care about their names. No life limit to pirates as well as captives.

5. Pirates are not just confronting engl, fran, spai ships they also will meet the other pirate ships. This will increase their notoriey and capture few other pirates. This can be developed further to multiplayer scenario.

6. Pirates should have other things to do on land not just eating and wenching.

7. Whenever calling the set sail bell, all pirates should go on board immediately. Sleep is not important in every game.

8. Map editor should be able to modify with the location of vegetation.

9. The winning victory should also depends on how big area you own the sea.


Report to moderator   Logged
Privateer0
Dictator
*****
Offline Offline

Gender: Male
Posts: 689


Elections? Who needs elections?!


« Reply #1 on: 06/14/04 at 09:27 AM »

Hi GP and welcome to the Cafe. Smiley

I don't think you played the game well enough, otherwise you'd know that a lot of what you are proposing is already in the game. Other things are usually there or not there for a good reason. Wink

Quote
1. Pirate should have money to hire labors to work on the island. Those workers should also have right to use the island facilities such as restaurants and relaxes.


Aw, how boring. Why hire workers and pay them, when you can kidnap them and make them slave?! Are they pirates or lilly-livered Dutch merchants? Grin

Quote
2. Pirate ships should have ability to command as a fleet to loot settlements. An encounter message should pop up to player about what kind of ship the pirate confronted then player can decide to engage the action or not.

You can raid settlements for captives and your ships do operate as a fleet if you send a couple of them to the same seazone. As far as messages and commanding ships goes, sorry there was no radio in the 17th century, so when a ship left the harbor, people on shore had no information about it until it returned. This is quite accurately modelled in the game.

Quote
3. The pirate should be able to occupy the settlement as supply post, it might not be for immigrants but just a remark for pirates. The other 3 nations can take back the settlement later.

Well, seeing how long-term occupation has never happened in history, I think it's reasonable that you're not allowed to do that in the game. Besides, the game revolves around your island, and things like this would be a bit out of the game's scope.

Quote
5. Pirates are not just confronting engl, fran, spai ships they also will meet the other pirate ships.


They do. Smiley And pirate ships are one usually one tough nut, too.

Quote
6. Pirates should have other things to do on land not just eating and wenching.


Well, they also drink, gamble, sleep, stash away their gold, pick fights with each other and kill captives. It's hard enough taking care of those actions.

Quote
7. Whenever calling the set sail bell, all pirates should go on board immediately. Sleep is not important in every game.


Hehe. It would be nice, wouldn't it. It'd be even nicer if no pirates were ever killed and always brought you tons of loot, guaranteed. Unfortunately, it's not all that simple.

Quote
9. The winning victory should also depends on how big area you own the sea.


Well, this is pretty much the same as the number of ships. The more ships you have, the more seas you can control.
Report to moderator   Logged

Don't hold elections, else what you rule will end up ruling YOU.
Severous
Emperor
******
Offline Offline

Gender: Male
Posts: 1276


Bean Counter


« Reply #2 on: 06/14/04 at 03:53 PM »

Hi GP - Im seconding Privateers welcome to the Cafe.

The tone of your post suggests you are not completely happy with the game.  Im the oposite - really happy with it. A few bugs..and an inevitable wish list which has been posted elsewhere..but Ive got quite a bit more mileage in it yet. Nearly 5 months so far.

1. Pirate should have money to hire labors to work on the island. Those workers should also have right to use the island facilities such as restaurants and relaxes.
I hadnt personally thought of needing another class of person on the island. But thinking of your idea I could imagine it could work something like this.  Each pirate house has a worker slot. You are in charge of opening or not. Unskilled captives employed here. Wages paid by Pirate. Benefit to Pirate is increase in satisfaction from resting in the house. Wages paid should not be spent in entertainment - but should increase that captives ransom. I think of it as savings used to buy their freedom.

Quote
2a). Pirate ships should have ability to command as a fleet to loot settlements. 2b)An encounter message should pop up to player about what kind of ship the pirate confronted then player can decide to engage the action or not.
2a) Managing departure of several ships at the same time to form a fleet is one of the game challenges. I like doing this. 2b) Whilst Privateer is factually right of course - im with you GP.  Its close to one of my main gripes. Not knowing whats happening at sea. Some text or numerical output to show encounter resolution working.  I wouldnt necessarily expect to be able to meddle with decisions whilst a cruise is underway - but perhaps a few more 'standing' or cruise specific orders issued prior to departure would have made this element more interesting.

Quote
3. The pirate should be able to occupy the settlement as supply post, it might not be for immigrants but just a remark for pirates. The other 3 nations can take back the settlement later.
I dont like this idea.  As Privateer says.

Quote
4. Pirates name are not important to player. Nobody care about their names. No life limit to pirates as well as captives.
I like the ability to rename Pirates and captives. Dont use it all the time and certainly wouldnt want it forced on me.  So im happy with the current naming option - ie i can leave it or change it.  There is no life span/old age limit to Pirates or captives in Tropico2 - ive had a 126 year wench in a 100 test game.  Wink

Quote
5. Pirates are not just confronting English, French & Spanish ships.  They should also meet the other pirate ships. This will increase their notoriey and capture few other pirates. This can be developed further to multiplayer scenario.
 Privateer covered this well.  If you survive a pirate encounter you can bring in loads of Pirate recruits. 20+ is not uncommon.  Multiplayer wouldnt interest me personally. I am a fan of competing against the game itself taking as long as I like over every move.  I have enough pressures at work so dont want to  compete when I get home.  If multiplayer could work then im all for it if it increases sales/support/enhancement/follow-ons.

Quote
6. Pirates should have other things to do on land not just eating and wenching.
As privateer say...lots already to do. Current things also include Schooling/training and quiet walks around the island sightseeing. Smiley

Quote
7. Whenever calling the set sail bell, all pirates should go on board immediately. Sleep is not important in every game.
Use the demolish building then cancel demolish. This has the same effect.  An essential Pirate king/player skill this.  A more user friendly option would be a 'turf em out' function where the game formally gave you this ability to empty buildings.

Quote
9. The winning victory should also depends on how big area you own the sea.
Im not keen on this - same reasons as for 3 above.  I havnt tried it yet but it sounds as though Cafe Dave's Blue Parrot scenario has much searching in it..a sort of proxy for having to range all over the map ?

Anyhow - I hope Privateer and my comments are of interest and reveal things about the current game that increase your satisfaction with it.  Bump into you again from time to time.  Smiley

Regards
« Last Edit: 06/14/04 at 03:59 PM by Severous » Report to moderator   Logged

Regards

Last Played Tropico2 in Oct2004...after 9 months of playing it.  Not bad value for a £10 purchase.
Purple_Haze
Peasant
**
Offline Offline

Gender: Male
Posts: 65


Peace out


« Reply #3 on: 08/28/04 at 10:24 AM »

Nows let's not kill the fun of playing Tropico 2. I think it's very well made. How can a galleon flee if up against a brigantine? Pirate names are there for detail. Imagine this: "Pirate 36.A has become disgruntled!"  Tongue A pirate's life is all wenching, drinking, dambling and slitting throats. If pirates occupy the post then there will be no post to raid. It's hard to own the sea because the European nations can just "claim" the different regions while the ships are at the docks. Labourers are slaves.  Back in the time of slavery down in the US they didn't have the option to go to bars and pubs. The people at Frogcity put alot of time into this and I think the game came out very well.
Report to moderator   Logged

You can't be a Pirate King if your grounded...

Peace
Coconut Kid
Tempus Fugit
Deus Ex Machina
********
Offline Offline

Gender: Male
Posts: 7118

¡ay caramba! ~~ ¡paredón!


WWW
« Reply #4 on: 03/26/12 at 07:59 AM »

...
Quote
2. Pirate ships should have ability to command as a fleet to loot settlements. An encounter message should pop up to player about what kind of ship the pirate confronted then player can decide to engage the action or not.
You can raid settlements for captives and your ships do operate as a fleet if you send a couple of them to the same seazone. As far as messages and commanding ships goes, sorry there was no radio in the 17th century, so when a ship left the harbor, people on shore had no information about it until it returned. This is quite accurately modelled in the game.
...

Closer examination of the algorithm for seazone encounters has found that the decision about fight or flee upon an encounter is thorough, and the player's intervention would be superfluous. If different from the algorithm result, it would likely lead to a mutiny.

Cross reference about fleets generally:
http://www.the-nextlevel.com/tropico/cafe/index.php?topic=7925.0
Report to moderator   Logged

Pages: [1]   Go Up
  Send this topic  |  Print  
Cafe Tropico  |  Tropico 2: Pirate Cove  |  Pirate Cove Discussion/Questions/News (Moderator: CafeDave)  |  Topic: Obviously this game is incompletely. Need more like....
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.13 | SMF © 2006-2011, Simple Machines LLC Valid XHTML 1.0! Valid CSS!