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Free towns and docking fees


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Far away i call 10 day sails or more

How i get back: I stay there as long my repair kit supplies let me or till the cargo hold/dock space is full. Then I assamble a convoy bring the prize ships with escort back where i can sell them. While i took my fighting ship with me I am now free to do whatever. Maybe change location? Dont stay there where your enemy is expecting you. Even more after an successful raid.

Acting like that I have no downtime. Every sail is an adventure. While always sailing with my fighting ship, I am ready for whatever NA throws at me.

 

Its not the game that can bore you. Its mostly the player behavoir how to do things.

Ok, so you still have to do all of that with my suggestion. the only difference is you don't have to do it all in one go. or sail back to a nation port to then sail back again to do it another day if you have other stuff to do in game, for your clan for example or to do stuff in real life. It's ok for the people who have hours and hours to play in one go but you need to make the game playable for those that don't.

My suggestion to TP between free ports ( again just your character not ships/goods) allows people to have some flexibility do more in shorter play times without making it easier for them. They can be attacking danish traders right upto the point where they need to go back to defend a port battle in Florida in half an hours time. While still needing to sail ships/goods they captured back through dangerous waters risking being attacked as they do and whats more they can do it over multiple game play sessions.

example:

I've sailed for an hour to la Mona in my surprise, caught a trader and need to get back home to defend a port or join clan for some missions as my clan mates have just come on, i can sail to la Mona leave the ships there (paying a small fee per hour to do so) TP back to a closer free port to home waters, sail, pickup a ship and join clan, do what ever, then sail to a free port, TP myself back to La Mona to pick up surprise and trader and sail them back to friendly waters.

Current system example:

I've sailed for an hour to la Mona in my surprise, caught a trader and need to get back home to defend a port or join clan for some missions as my clan mates have just come on. "sorry guys it's going to take me an hour or more to get back, so i cant join the fleet"... or "sorry i was hunting ships last night around La Mona and logged off for night so still need to sail back for an hour so wont make the PB".

This is why so few people travel any distance to do anything and there's so much "dead water" in certain areas.

Honestly Z4ys, it seems your looking at this from just your perspective and not for other players. what works for you doesn't mean it works for others. Yeah, you cant please everyone but to make a game successful you need to give people options to play the game.

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Hmm, saves time but then the freeports should not sell any ships higher than 6th rate or none at all perhaps, otherwise im gonna sail with a warship to a fp,dock it, and buy a new frigate there and then sail to the next fp..in a week i'd have warships in every fp..and then just tp around wherever is needed..

Remember there's a limit on number of ships you can have docked and the price to expand dock yards is not cheap. it goes into the millions. 

Secondly, store bought ships from AI are terrible compared to crafted ones and putting upgrades on all ships and cannons is expensive.

Third. you would be paying with my suggestion "x" amount of gold per hour, per ship you have in a free port. so the cost of doing what you suggest would spiral rapidly.

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Ah ! That's a planning issue, not a mechanics issue :)

Of course having mechanics that eliminate the need for planning "distance-time-resources" would make it everything accessible one click away but the reverse is taking away risk at every step or to actually having to "trust" your other players from the nation.

( honestly another issue with teleports is that is always the same groups to the conquest events eliminating all others from even being there )

@Cecil Selous posted a interesting thought in another thread. Select starting outpost on login. Rest remains at it is.

 

 

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Ah ! That's a planning issue, not a mechanics issue 

Not everything can be planned for. Who comes on and when and what people then do with the time they have to play is random. Yes for PB's you plan and prep and have set times but for many other things they just end up happening and if for planned events you only have a limited to time to play before hand being forced to not do what you want because you don't have enough time to do it, as you'll miss out later on things, is not fun. "I want to go join you guys hunting open world, but I'm only on for an hour so wont have time to get back in time for the PB later tonight if i do go".

"oh wait, i can sail to the nearby free port and TP to the free port near our capital so i can join you guys and make it back in time for tonight fun..." ;)

(again would still need to sail ship they left in free port back at some point. TP for character only not ships/goods)

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( honestly another issue with teleports is that is always the same groups to the conquest events eliminating all others from even being there )

can you explain what you mean by this please Duke.

Edited by Chug
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  • 2 weeks later...
On 23.6.2017 at 1:21 PM, Chug said:

My suggestion to TP between free ports ( again just your character not ships/goods) allows people to have some flexibility do more in shorter play times without making it easier for them.

Like that idea.

Why was this removed anyway? Right now, having an outpost in a free town does not do anything except that it allows you to store ships/goods there. But not being able to check your contracts, placing new contracts, buying resources and putting them on stock for later pick up is not possible anymore. This limits drastically the importance of Free Towns for trading. 

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On Friday, June 23, 2017 at 0:37 PM, The Red Duke said:

Your buddies shout for help. You hit teleport and sail out still in time to join the ongoing battle or to setup a post-battle-spawn-camp.

Question: are you there or aren't you there ? I find odd that it can be both.

It turns a planned war situation into a carefree warp jumps galore. ( and the no teleport system does limit to a point alt-ghost-fleet loophole )

Good discussion by the way. 

 

A ship just setting sail must not be able to join an already started battle. The asset simply is not ready for engagements.

Hence we established that a no join timer must be equal to a battle close timer. Something which is simply bugged right now.

Now it gets funky because of time dilution and the Matrix has to find a way to deal with it.

Outsiders have the option to bring assets into the region. This includes both enemies and allies. So I don't see any particular advantage to either side.

The insiders however are stuck in a worm hole for at most 90 minutes and thus have given up there movement freedom on open world. Again this goes for both sides.

There is no way of telling whether an insider who would not be stuck in the worm hole would make it clearly back to safety without running into any activated assets. (Regardless of how these assets got activated.)

Hence the game can only do one thing: toss everyone back into open world for the next engagement.

Bringing back Mister Smith teleportation to Free Ports doesn't really change this. Both sides get equal oppertunity. It does however change the nature of a Free Port and that is a more valid discussion.

Lastly, stating teleport ship to closest deep is now working as intended is blasphemy. :P Folks are simply using it to bypass blockading assets. The intention is only to get unstuck on Open World.

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