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Found 3 results

  1. The currant rvr system is not taking advantage of the only game balancing feature we currently have... Pirates Throughout the development process we have seen nations and allies reach a size that controlled most of the map. Alot of us have seen two or three stalemates in our time here. Why doesn't naval action better utilise the pirates? I'm not talking about game breaking buffs or silly perks. I'm talking about using pirates to alter the way rvr and national monopolys of the map work. Allow revolts to be driven by raids on ports. Once we get raids, enable a two choice system on the successful completion of a raid. (raze or slash and burn would be open to nation players only) 'Take resources' or 'burn to ground' The first option provides the winner with resources, materials, modules, blueprint etc but no ingame money. The second option provides nothing but money! But puts the port into revolt. 20% revolt! The revolt system is designed to add an extra level to rvr. Nations can drive hostility as normal with the aim of conquest or they can fuel a revolt. Once a port reaches 80% revolt that port on server reset becomes pirate. Revolts can only be put down or fuelled by delivering supplies. Any port in a state of revolt has 48hrs to be pushed to pirate or it returns to normal status. Any port that successfully revolts to pirate status doesn't generate resources for the first 48hrs once under the pirate tag. Ports in a state of revolt cannot be raided multiple times. To make this a fair system national ports would generally hold resources and pirate ports would hold cash and gold/silver coins etc. As most pirates care little for ports it will enable pirates and national pvpers a location on the map to focus pvp outside of the normal events. It would also enable at war nations the choice to involve pirates in the war at there own risk. What do you think?
  2. I may be a little behind the curve on this due to the time from the announcement of implementing raids and now, but I figured I'd share my two cents on the matter. Hopefully the community and developers like this concept enough to support and adopt it as future gameplay. Conquest: Taking Control of Counties. Conquest should happen by port battles as it does now, though how we get to port battles will be a little different - through raiding non-capital towns. A captain would be able to purchase a Raid token from the Admiralty (or Brethren Council). Once acquired, the captain would sail to the port they wish to raid and plant their Raid flag within ship-sight of the port docks. This functions much like the old assault flag system did with a few differences: 1) Purchasing a Raid Token does not send a notification to the entire server on which port it is intended for. In fact, Raid tokens are not assigned to a specific port at all*. Any non-capital can be raided at any time*. 2) Sailing through waters controlled by non-allied nations will highlight their territorial waters in red on the map if that port is able to be raided by the token the ship is carrying (see below). Doing so will send a chat notification to the nation that owns that particular port as well (e.g. "Admiralty Notification: Salina Point has spotted a Raid Fleet!"). 2a) Any town that is actively being raided or having a raid token planted will have its territory flash red (as contested ports do) on the map. 3) Raid tokens are differentiated between Shallow and Deep, with restrictions to prevent their being carried by under-rated fast ships. For instance Shallow raid tokens would only able to be held by 6th-rates, and Deep raid tokens could only be able to be held by 4th-rates and up. This fits with the theme of having a literal Flag Ship - the biggest and scariest ship in your fleet. Even if you intend on conducting a raid using, say, Privateers and Cutters, that Heavy Rattlesnake bringing up the rear should be the one with the flag. Raids tokens would also have enough weight that carrying one would preclude carrying more than one additional on board. 4) If a Raid is successful, the individual town in question will become Contested by the raiding nation for 48 hours. If the Raid fails, the port will instead be on High Alert and invulnerable to further raids for the next 72 hours. Upon exiting a Contested state, a town will enter a High Alert status for 24 hours, and Reconstruction for 48 hours during which its defenses will be lessened, but the Raid treasury will also be reduced. Reconstruction can be lessened by delivering War Supplies (or some other similar good) to the town in question to reduce its Reconstruction state by 6-8 hours. 4a) Once a Raid commences, all other non-capital towns enter High Alert for 6 hours and cannot be raided, whether the triggering Raid is successful or not. 5) If, at any point, the majority of non-capital towns (>50%, not =50%) are Contested by the same nation, a Port Battle is scheduled for the following day (or so) around the time that the last town became Contested. This could be done similar to the present means, 22 or 46 hours afterward, or a randomized time +/- 2-3 hours around the time the last port became Contested. 5a) Once a port battle is scheduled, as above, any non-capitals that are Contested will remain Contested until the port battle. If the aggressors in this conflict successfully raid the remaining uncontested ports (if any), the defenses of the capital will be reduced by a certain percentage for each town (minimum half normal strength). 6) If the attackers in a Port Battle are successful, all towns immediately become Contested and change to the victors following maintenance and follow the same pattern as Raided towns (High Alert for 24 hours, Reconstruction for 48). If the defenders of a Port Battle are successful, all towns in the county immediately enter High Alert for 72 hours. Raids: Sacking and Looting Once a Raid begins using the above flag-planting method, attackers will then have 90 minutes to sail in and take the town. Joining a Raid is similar to joining a Port Battle now - an inner Defender circle, and an outer Attacker circle. Attackers usually have the advantage in the element of surprise, but Raiding a town is a tough sell in any case; the objective in a Raid is to sail up to the town and defeat all of its Militia, either by bombarding with cannons or "boarding" the town - there are no capture circles or zones, though sailing too far from the port (5+ km?) will force an attacker to immediately exit (if they are otherwise normally able to) in order to prevent "holding the battle". If the Raid is successful, the town becomes Contested and all attacking participants are distributed a share of gold (and/or other rewards, including admiralty/council vouchers) from the town's coffers (Shallow towns as small as 2 million, perhaps - 80k each for a full 25-ship battle). This sounds easy, but it is complicated by the fact that the forts and towers are still present and will prioritize any ship closest to the town. The towns are also tough nuts to crack - Shallow ports could have up to 500 militia with up to 10% of those as Marines, while Lineship Capitals could have as many as 5000 milita, up to half of which are Marines. Bombing the town with mortars and ball are the most effective at killing defenders, but they also damage the town and will reduce the gold share from the coffers. Captains that engage in boarding will need to be careful with crew setups and boarding commands to avoid being taken by the town. Defenders will need to sink, capture, or drive off all attackers to be successful, but they will receive Admiralty awards if they are. A Raid, like a Port Battle, remains open indefinitely, but the defensive victory condition will engage after 15 minutes; if there's no live attacking ships after 15 minutes, the defenders win. Additionally, War Supplies will become a purely defensive tool; supplying a town, capital or otherwise, with War Supplies will increase the number of town militia, fort guns and militia, small increases to the range of the forts and towers, and potentially even additional Martello towers. At no point should the forts and towers cover the entirety of the combat zone, however. War Supplies: Reinforcing your Defenses Each War Supply will provide the supplied town with 1% Equipment, 2% Supplies, and 0.5% Defense Fleet. Each town starts with 0% Equipment (base values, existing fort defenses and guns with no bonuses), 0% Supplies (base values, existing fort/tower crews and town militia - 250/10%, 800/20%, and 2000/30% respectively), and 20% Defense Fleet (4 random typical ships, most likely 1 2nd rate and 3 3rd rates for a Lineship port). At 100% Equipment, the number of Martello towers is doubled and all fort guns and towers receive a size buff (up one or two weights), a 20% range bonus, a 20% reload bonus, and a 20% accuracy bonus. At 100% Supply, all fort/tower crews are doubled and have increased marines (doubled, up to 50%), and the town's militia and marine percentages are doubled (max 50% marines). At 100% Defense Fleet, the fleet will total 20 and be weighted such that about half of the ships are the best possible for the fight (Heavy Rattles, Aggies/Connies/Waffles, Vics/Oceans/Santis). Towns with high defenses need to keep them maintained, however. Equipment will decay at 2.5% per day when above 50%, Supplies will decay at 5% per day when above 25%, and Defense Fleet will decay at 2% per day when above 40%. This guarantees that not -all- War Supply contributions will be wasted, but maintaining the best possible values for defense will require continuous effort and Labor Hour usage. A single player could supply enough to keep a town's defenses high, but it'll heavily cut into their other crafting. If a Raid or PB are successful, then the defenses reset to base values. If the town is successfully defended, defenses instead reset to the maximum for non-decay. Port Battles: The End Goal Port Battles would be conducted rather similarly to how they are at present, with a few key exceptions: Instead of three circles, one large capture circle, 2.5-4 km in radius, centered on the port. The goal is to have one large combat zone that is approximately half-way covered by fort guns. Defenders would start in this zone and have the initial advantage. Victory Points would be accrued by the BR difference of ships in the combat zone as well as ship captures/sinks/escapes and fort/tower destruction. VPs would instead be accrued at a rate of 1 VP/second per 100/200/400 (6th/4th/1st rates) points of BR difference, capped at 10 VP/sec. Victory for either side would occur at 10,000 VP. Defenders could also win by driving off all opposing ships, while Attackers would have to destroy all land defenses as well as take control of the town (see Raids above). After 60 minutes of battle, the point rate will double every minute (2 VP/s for 60-61, 4 VP/s for 61-62, 8 VP/s for 62-63, and so on). This way, a fight that is dragging out with one side only having 4,000 VP, having had a steady, but slow advantage, will quickly start to wrap things up as the battle draws to a close, ensuring that a port battle will almost never end without one side being victorious. As with Raids, War Supplies will affect the defenses of the town in question similarly. It should be noted that the BR difference is truncated; with one side only having 350 BR greater for a Lineship battle, no VP would be accrued. If the difference is instead 700 BR, it's still only 1 VP/sec. BR of a ship should be dynamic and based on crew - That big L'Ocean with 1,100 crew that suffers a few solid rakes down to 400 crew will not have nearly as much BR to contribute. This victory method is known as the Show-of-Force victory and is useful if only a few opponents show up to contest the battle or attempt to harass and drag out the battle by skirmishing in and out of the combat zone. On the other side, an unopposed battle will only last under 17 minutes. Since the VP rate is also capped at a base of 10 VP per second, that means that having more than 1000/2000/4000 BR will have no additional effect beyond the maximum rate. The accelerating rate after an hour of fighting is multiplied off of this base amount. Let me know what you think, and as always: numbers presented are for the purpose of illustration - they are details that can be adjusted. The concepts are more important than specific numbers.
  3. Hi I have an idea how to tie in raids and hostility and Port-battles Lets say we bring in the old fags and timers system in but not connect it with the port-battle itself but raids. You pull the flag and go raiding a port other then the regional capitol. With timers there wont be night flipping on raids and flags will make screening and gathering fleets a thing. To give raids and meaning for RVR play a successful raid triggers 100% hostility ?!?! or maybe 90 % hostility What does everybody think about this idea and would it be that hard to implement ??
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