Ghost vessel tech - Skeleton crew

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Savra
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Ghost vessel tech - Skeleton crew

Post by Savra » Thu Dec 20, 2018 1:16 am

Researched at skull cove.
2 levels

Skeleton crew 1:
Cost:5
Adds 1 capacity to the ghost vessel.

Skeleton crew 2:
Cost:7
Adds 1 capacity to the ghost vessel.

May add 3rd level maybe, but I remember it was mentioned to give the ghost vessel a capacity to enable it to act as a transport as well. Just so it could carry some pirates out to sea faster. Units can't act from it.
Can't carry wagons.
Last edited by Savra on Fri Dec 21, 2018 6:27 am, edited 1 time in total.

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makazuwr32
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Re: Ghost vessel tech - Skeleton crew

Post by makazuwr32 » Thu Dec 20, 2018 4:59 am

Increase cost for both levels by 1 and it will be fine.
Can't carry wagons.
makazuwr32 wrote:
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Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
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Alexander82
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Re: Ghost vessel tech - Skeleton crew

Post by Alexander82 » Thu May 30, 2019 5:28 am

It was originally meant to allow only pirate skeletons inside.

I'd like to retain the concept (one additional reason to produce pirates)
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godOfKings
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Re: Ghost vessel tech - Skeleton crew

Post by godOfKings » Thu May 30, 2019 7:49 am

Give pirate unique category and make ghost vessel only carry this category
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Puss_in_Boots
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Re: Ghost vessel tech - Skeleton crew

Post by Puss_in_Boots » Thu May 30, 2019 11:17 am

Wouldn't it be easier to just put in each individual unit designations than to make an entire category of them?
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Alexander82
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Re: Ghost vessel tech - Skeleton crew

Post by Alexander82 » Thu May 30, 2019 12:32 pm

Yes, definitely
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