What if deeper-water fish traps gave more food?

There was a pretty funny game just now between Dratek and Dragonstar, where at the end of the game, they found their fish traps were like this:

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But this did get me thinking; the current fish trap meta is for them to be immediately adjacent to the dock, which is super finnicky, looks pretty weird, and doesn’t make a huge amount of sense logically.

What if fish traps in deeper water gave their food faster? That way there could be an argument for using deeper-water fish traps sometimes, but it would also create greater vulnerability. It would also make dock placement matter a lot more and put some real skill into play.

What I might do is have three different classes of fish trap, generated when built based on the water depth; shallow, midwater, and deepwater. Shallow works exactly like right now. Midwater would produce quite a bit faster, and deepwater would produce just as fast as deep-sea fish.

It would give fishing a lot more depth!

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I like your idea.

Deep fish already give you more food, so it would be reasonable for fish traps to work faster or maybe they can carry more food.

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Fish boom with traps is not a water map gameplay, its a small pond hybrid map gameplay. If all the traps are made close to the docks, CA or some other fast moving ranged unit can kill the ships or atleast the traps. Thats why in this map as well as the game you mentioned, players have placed the traps farther away. If you make deep water traps work faster, it will be a no brainer to go for it whenever possible.

Absolutely. The factors that will play into it is safety and strategy. It might be better to make a safer but slower setup if the better places is more exposed.

Basically it just adds a bunch of new opportunities to consider and makes the fishing gameplay…deeper.

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I see it a little differently. The introduction of three similar buildings will complicate the process too much and increase the entry barrier into the game. People won’t understand what exactly to do. Instead, I propose to do something similar to how merchants work. So, there is no point in building a market closer to an ally, since a longer path means more reward. Let’s apply the same to fishing. If the seine is close to the port, it brings little fish (ships scare it away there). If it stands far out to sea, it brings more. Everything is absolutely logical and at the same time motivates the player not to pile up the nets.

In addition, a seine deep in water is difficult to depict in the game. A building sunken in the blue?

I would also completely prohibit fishing in a puddle. I’ve seen this before in various games and it’s just ridiculous. In my opinion, the very opportunity to fish should be only in rivers and seas, i.e. in a body of water larger than certain size. There are no fish in a puddle.

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I also think this is a fun idea, greater reward for greater risk

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