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Babble

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  1. No idea how many days. I would just work on it when i had free time at work. Started when i first started playing and had grand ideas about the potential of this game. I have posted some other extensive ideas as well. I was working on a very in depth change to make pirates more piratey, which i never finished because the devs have paid little if any attention to any of the other posts so why waste my time. I'm particularly proud of the new map i made which i think is highly needed. Redistributes resources and reduces the number of regional capitals and free ports to make regional capitals actually regional and free ports a hub for trade between nations. You can download the map here > https://drive.google.com/file/d/0B9mOinkVxfkQZ1B1Q1dVUWlSZEE/view
  2. section 10> http://forum.game-labs.net/index.php?/topic/12710-the-road-map-section-9-10/ section 12 >http://forum.game-labs.net/index.php?/topic/12716-the-road-map-sections-11-12/ Section 13 > http://forum.game-labs.net/index.php?/topic/12747-the-road-map-sections-13-14/ all of it > http://forum.game-labs.net/index.php?/topic/13796-resource-distribution-the-economy-and-giving-players-a-reason-to-sail/
  3. Correct me if I'm wrong Steel but i believe the part of your suggestion about the "masks" was one of mine suggested in the roadmap in section 7 here >http://forum.game-labs.net/index.php?/topic/12696-the-road-map-table-of-contents/?hl=roadmap I also suggested to completely eliminate the pirate faction here >http://forum.game-labs.net/index.php?/topic/14245-pirate-mechanics-suggestions-collection-thread/ and instead make them a profession. As it were often a pirate was only considered a pirate by the nation to whom it was committing acts of piracy. I believe both of the ideas could be easily combine. In this fashion you cannot select pirate as a starting faction and are not a faction at all. Simply a handful of bonuses that reflect and assist a persons chosen play-style. Because of this there is no need for Pirate ports. They simply can operate out of whatever ports are owned by nations that dont consider them a pirate. Both systems could most certainly be fleshed out more and i would be happy to do so if it is something that would at least even be reviewed by the dev teams. I have spent hours compiling lists of well thought out suggestions down to the required mats for crafting items and have received very little if any response for the effort so i have deemed it not worth my time. If a fully fleshed out solution for the pirate problem is sought I will happily comply, given I am told that it will at least be read by yourself. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ That said and despite how serious the pirate problem is i have always been a fan of building from the foundation up. I think first and for most the map port and resource distribution needs to be reworked like this> Map download linked here. https://drive.google...Z1B1Q1dVUWlSZEE And these changes need to happen shortly there after > http://forum.game-labs.net/index.php?/topic/13796-resource-distribution-the-economy-and-giving-players-a-reason-to-sail/ Particularly the economy, banking, and sailing speed changes.
  4. Well they already implemented pirates half-assed and look how far it has gone. If they are going to change the way they work they should do it right. Doing it right requires a dramatic change. If they are going to change them at all they should do it right. No point in making minor changes that dont do anything to really flesh out pirates and letting people get used to those before changing it again. Just my opinion.
  5. In short a rep system, each player maintains with each individual nation. No pirate "faction". Instead pirate players. And privateer players. And freetraders. And smugglers. And Naval Officers Not a career just a title you earn that comes with some minor benefits. Can be tied to Diplomacy changes once allies and war make an appearance by increasing or decreasing rep gains in relation to allied and at war nations. 3 rep bars each player maintains with each faction. Rep starts at zero and moves up or down depending on actions Some very rough examples from the perspective of a US player. US is allied with France and at War with Espana: Benefits from your choices: Could be drastically expanded. But the idea is simple. No pirate faction. Instead pirate professions.
  6. I openly attacked dons running missions outside of havana for days during early steam release. Just like I openly attack pirates running missions or transporting goods outside their capital. And openly attack brits outside theirs. and openly attack brits and dons down by tumbado. If it didnt take 9 hours to sail Id prob be camping the frogs, swedes, and such on the other side of the world. This is a pvp game. I pvp. Until there are some sort of in game mechanics preventing me from attacking another player I will attack whomever I deem is advantageous to me at the current time. Its not as though hundreds of players across all the time zones got together and agreed that they were going to camp the dons or rats into submission. The way the port battle flag mechanics work limits the number of players who can actually attend or even give two shits about the port battles anyway. 90% of all battles happen when the vast majority of Americans are at sleep or working. The whole Council vs Sorry shit is just propaganda bs. Divide and conquer. Sun Tzu gave them a hand book over 2000 years ago. Just relax. Play the game for fun. Get out there in some poop boats with your friends and pvp for fun. RVR is completely pointless and non-inclusive currently anyway. No idea why anyone is stressing it.
  7. I never voted for any of these so called leaders no do i really care if the rats take all our ports. I spend the vast majority of my time in their waters anyway. Adapt. Sail cheap grey boats you buy from the NPCs and go pvp the rats. Pvp is fun.
  8. I chose Spain first because that's the nation i was most tied to in POTBS. When i got in game no one in Nation chat was speaking English so i figured id roll U.S. until i learned the game. I got comfortable as a yank.
  9. Part 2. Shipyards, Regional Ports, Reinforcement Zones, and Fishing instances. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1.)Shipyards: The size or level of shipyard a player should be able to build should be dependent on the depth of the harbor. You can not build a 1st rate in the shallows. I propose that level 3 shipyards should only be allowed in Capitals, Regional Capitals, and all gold and live oak resource producing ports. A total of 57 Deep water harbors and shipyards. This would mean that each level 3 shipyard bearing port would be a deep water harbor and have a deep water port battle for a total of 49 deep water port battle ports. Again this is all based on the new map i created here > https://drive.google...Z1B1Q1dVUWlSZEE Proposed deep water ports:(Up to a Level 3 shipyard)(59 total) All Capitals (8) All Regional Capitals (29) All Gold and Live resource producing ports. (20) Proposed Medium water ports: (Up to a Level 2 Shipyard)(121 total) All other rare resource producing ports (24) All uncommon resource producing ports (97) Proposed Shallow water ports: (Up to a Level 1 shipyard)(167 total) All common resource producing ports (167)~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.)Regional Capitals and child ports: In order to make Regional Capitals more important as actual capitals of the Region I reduced the total number of them on the map. In order to make them more important I also proposed that they become local markets and level 3 ship yard bearing ports. Now I propose if your nation owns the regional capital and its associated child ports then those child ports get small bonus to production. Each Regional Capital has 4 child ports associated with it. If one nation owns the Regional Capital and all of the 4 child ports those child ports get a 5% bonus to resource production in those child ports. If at any time the nation loses any of the child ports or the regional capital the production bonus is lost. I will post all regional capitals followed by child ports are the very end. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3.)Capitals and reinforcement zones: To expand on the idea of Regional Capitals having child ports I propose something similar with Capitals. Capitals have 6 child ports. If a Nation Controls any 4 or more of the 6 child ports then those ports get a production bonus. If they do not control at least 4 of the 6 then they lose the production bonus. If the own all 6 they get the added bonus of a reinforcement zone that expands to all 6 ports. If a member of that nation is attacked within their reinforcement zone the battle remains open for Allies to join for 4 minutes. Owning all 6 child ports shows dominance in the region providing safety in the waters surrounding the Nations Capital. This will help new players and add another level of strategy when choosing which ports to attack. I will add the Capitals and their child ports at the very end of this post. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 4.)Uncommon and Rare Fishing Instances: If you notice on the map i created there are marked Uncommon and Rare fishing instances. The intent of these instances is to give players a reason to go out exploring and draw players out into the open sea giving more options for random occurrences. In the other sections of the road map I discuss the % chance of farming a uncommon or rare fish based on the level of fishing production building. These instances give another method for farming those resources. If you divided the map into 4 sections evenly you will find that there are exactly 14 uncommon and 14 rare fishing instances in each section for a total of 56 of each. I propose each day at server reset the computer makes 20 of each type randomly active. Players can discover the instances when out and about sailing or go looking for them. To Harvest fish from an instance that is active, a player would need to sail a fishing boat into the instance zone and remain motionless for a determined period of time. The instances can be depleted so a player cannot sit there all day farming fish. The amount of fish farm-able would also be randomized by the server. This would give some element of exploration, another method for farming resources, and potentially promote PVP in the region. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The boring stuff: As promised the capitals, regional capitals, and their children ports. Feel Free to skip if not interested. Proposed Regional Capitals and child ports: Proposed Capitals and Child Ports:
  10. How about this> http://forum.game-labs.net/index.php?/topic/13796-resource-distribution-the-economy-and-giving-players-a-reason-to-sail/ In what i propose each port produces only one resource. Only regional Capitals, Capitals, and Free towns have markets. Money is a good that needs to be shipped when in larger quantities and open sea sailing speed is increased. This forces players to sail ship good to hubs for trade and crafting. Forces players to ship their goods themselves or do so at higher cost. Opens up possibilities for actual piracy and blockades as well as hubs for player actions and pvp.
  11. Hey i had some similar ideas about the economy on a post here. http://forum.game-labs.net/index.php?/topic/13796-resource-distribution-the-economy-and-giving-players-a-reason-to-sail/ I also redrew the map to redistribute the resources, regional capitals, and free towns. I would appreciate it if you popped over and downloaded the map and read the post to see if you think this sort of thing would help make the economy more alive. any feedback appreciated.
  12. The following is a bit of an extension and revision of the list of suggestions i provided earlier entitled "The Roadmap". I will link those posts at the bottom of this one for any interested. The following would fall mostly in section 9, resource distribution. The goal is to give the players a reason to want to capture ports, sail around the map, and do more then just sit in their own corners grinding fleets. Map download linked here. https://drive.google.com/open?id=0B9mOinkVxfkQZ1B1Q1dVUWlSZEE It is rather large so i suggest starting the download while you continue reading and opening it when its complete to get a better idea of what I'm proposing. I will not be touching on pirate mechanics as it is a hot button issue. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I Will try to break how this will work down as logically as possible into sections but in order to get the economy functioning adequately it is difficult to not get detailed. I will break this post into 3 parts and keep it short as possible. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I will start with : 1.)Resource distribution. I took an incredible map created by a member of our community, whose name i cannot remember at the moment, and redistributed the games resources (added a few) around the map evenly. I classified the resources into 3 tiers: Common (needed for basic ship crafting), Uncommon (needed for higher tier ship crafting), and Rare (Some luxury goods for trade and some resources needed for high end ship crafting.)I also reduced the number of Regional Capitals and Free towns to better suit the in game lifestyle. You will see all resources are distributed evenly throughout the map giving no faction an advantage. This is the same for free towns and Regional Capitals. Specific resources: (and number of ports that produce the good.) Common: Fir x 14 Teak x 14 Pine x 14 Coal x 14 Stone x 14 Salt x 14 Iron x 14 Hemp x 14 Grain x 14 Livestock x 14 Game x 14 Fish x 13 Uncommon: Oak x 11 Redwood x 11 Silver x 11 Copper x 11 Sugar x 11 Tobacco x 11 Fruit x 11 Lignum x 10 Compass wood x 10 Rare: Live Oak x 10 Gold x 10 Silk x 8 Cocoa x 8 Spices x 8 Nation specific Goods: Indian Tea (Great Britain) x 1 French Wine (France) x 1 Iberian Meat (Espana) x 1 American Cotton (U.S.) x 1 Swedish Iron (Sverige) x 1 Batavarian Spices (Dutch) x 1 Danish Beer (Danmark) x 1 Nation Specific Dyes: Saffron (Great Britain) Indigo (France) Barberry (Espana) Sassafras (United States) Concheal (Sverige) Woad (Dutch) Tumeric (Danmark) Each port produces only one resource except for each nations capital. Due to the capital being so crowded it can only support level 1 production buildings. (Exception is the shipyard which can be up to level 3.) The capital: produces : coal, oak, salt, grain, stone lignum, copper its nation nation good Regional capitals: Produce whichever dye is related to to the controlling nation. Regional capitals can support up to a level 3 shipyard. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.) The economy: A.)Markets There are no longer markets for trade in every port. Capitals, Regional Capitals, and Free towns are now the only market bearing port types. Capitals and Regional capitals are linked to the Europe for some trade aspects. Free towns are player to player trade only. The player can either yell in local port chat that they are selling goods and trade the old fashion way or they can ship the goods to a market bearing port for trade. Only Capitals and Regional Capitals now consume raw resources. (Other ports can consume provision and luxury bundles but that is covered in other sections of "The Roadmap") Every 2 hours the local demand for a given resource in a capital and regional capital increases by a specific amount adding to the over all pool of demand for the resource locally.(A capital will buy 159 fir logs locally every 2 hours or 1908 a day with a max 3 day cap of local demand at 5724) Each port will buy a given resource that is in demand at a set price until the local demand is satisfied. Any goods sold to the port beyond the local demand can be sold to the European Traders at reduced profit. Contracts will work as they always have. Example: Capitals consume 159 fir log every 2 hours . A level 1 fir logging camp produces 1 fir log per 24 Bullion invested. You can sell 159 fir logs to the capital to satisfy local demand at 45 Bullion a log. The European Trader will buy your remaining stock for 30 Bullion a log You can always list goods at a higher price and sell them to players. You can buy goods from the European Traders at 3 times the local port consumption rate. I.E. 135 per fir log. I have calculated the consumption rates for both Capitals and Regional Capitals as well as production, and sales costs for all resources based on rarity, necessity for crafting , and other factors.. I will list this mostly boring information at the very bottom for those interested. Free Towns are not linked to the European Traders and do not consumer resources. Any goods bought or sold will be strictly player to player at whatever price they set. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ B.)Currency and Banking: The in game currency is now Bullion. Bullion is now a good that can be stored in warehouses, shipped in boats, and and transferred from bank to bank. Capitals, Regional Capitals, and Free Towns all have banks. You can spend any Bullion you currently posses at any port for repairs or to purchase things such as warehouses and outposts. Your production buildings are linked to your Nation's Capital bank account and draw from it for costs related to harvesting goods. National Banks The Banks in Capitals and Regional Capitals owned by your nation are independent but connected. For Example: You can have 200,000 in the Bank at your capital and another 50,000 at a Regional Capital for a total of 250,000 in wealth. If you are in the regional capital your spending power is 50,000 unless you transfer more funds to your Regional Capital Account from your Capital account. There is no limit to the amount of money you can store at any given National bank. You can transfer money between any National Bank freely but are charged a 5% administration fee and the transfers take 2 hours to verify the transfer. You can Transfer money from any National Bank to a a Free Town bank or vice versa but you are charged a 15% transfer fee and the transfer takes 3 hours to verify. You can withdraw your Bullion for free from any National bank you are currently in as a good if : You have an outpost in that port to store it in or You have a boat large enough to haul the Bullion Depositing money in any National Bank in a port you are currently docked in is free. Free Town Banks: The Banks in Free Towns are not connected to one another and stand as independent institutions. Free town banks are smaller and can only house up to 800,000 in an account for any player at any given time. They don't trust the stability of other Free town banks and will not accept transfers of money to and from other Free Town banks. They trust the stability of the Nations far more and are willing to accept transfers with increased administrative costs. You can transfer money from any National Bank to any Free Town bank or vice versa at a 15% transfer fee with 3 hour transfer verification time. You can withdraw your Bullion for free from any Free Town Bank you are currently in as a good if : You have an outpost in that port to store it in or You have a boat large enough to haul the Bullion Depositing money in any Free Town bank in a port you are currently docked in is free. Bank Notes: Any player can be issued a bank Note from any bank that stores some of its Bullion which they can keep on their person. (I.E. does not need to be shipped as a good and is not lost if sunk.) Bank notes come in 4 set sizes. 5k, 15k, 30k, and 50k. In order to be issued a bank note from a given bank you must have at least funds equal to that of the bank note you are being issued. (I.E. I have 37,000 Bullion stored in the Bank of La Tortue so i can be issued a 30k bank note from that bank.) You can only have one bank note on you at a given time. Bank notes can be used to repair you ships or purchase repairs in any port and the cost is deducted from your note. You can redeem your bank note for Bullion at any other bank then the one issuing it with: a 5% fee from National to National a 15% fee from Nation to Free port or vice versa a 15% fee from Free town to free town. Or to the bank that issued it for free. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3.)Sailing Speed: Since the new resource distribution and banking mechanics will require more sailing form the player a propose we increase the max open world speed by 30%. With a max speed cap of 26 knots. Some think this will ruin the immersion and imagine ships flying around the map but i think it will do the opposite by drawing more players out into the world to sail around for a reason without bogging them down with work like hours to do simple tasks such as sailing. I present the following examples as of the proposed speed increase. For the following i will be using http://burningsail.com/which is an excellent community built navigation aid that very accurately represents the time to sail between two points at a given speed. Considering 20 knots is near current max open world speed I will use this as the start of our example and a 30% increase i propose as the new max speed of 26 knots. I will set a start and ending destination at various distances and give examples of time to sail currently and time to sail after proposed speed increase. I will do this at max current speed and max proposed speed as well as at a very good current speed of 15 knots to the increased speed of 19.5. Please consider this is maintaining that speed for the entire duration despite open world wind shifts and such. In other words these times will increase even more in the real world. Tumbado to Mantua: 20 knots 14 minutes game time (current max speed) 26 knots 11 minutes game time (new proposed max.) 15 knots 18 minutes (Good current speed.) 19 knots 14 minutes (Good new proposed speed.) Tumbado to Las Tortugas: 20 knots 25 minutes 26 knots 19 minutes 15 knots 33 minutes 19 knots 26 minutes Tumbado to Santa Rosa: 20 knots 50 minutes 26 knots 39 minutes 15 knots 67 minutes 19 knots 53 minutes All of these voyages are in the same region yet are extremely time consuming for the player. How often do you set sail and go afk or alt+tab to do something else. This is not immersive. Its the opposite. How often do you sail around for an hour or so looking for some pvp only to find some lone navy brig which of course you attack out of bordem. The Navy brig crys he is being ganked or out gunned out numbered and hes right. But no one wants to play a game for 3 hours a night and do nothing but wait for people to sail around. The increased sail speeds do not break immersion and lead to to fleets flying around the map. It will lead to more people on the OS shipping goods for the economy, trading in far off ports, and more frequent pvp with less pain from sailing distances. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Part 2 coming tomorrow will include: Regional capitals and their child ports. Uncommon and Rare fishing instances. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Other Sections of the un-revised "Roadmap" (Section 1-8 here : http://forum.game-labs.net/index.php?/topic/12696-the-road-map-table-of-contents/) (Edit: section 9-10 here http://forum.game-la...-section-9-10/) (Edit: Section 11-12 here http://forum.game-la...ections-11-12/) (Edit: Section 13-14 here http://forum.game-la...sections-13-14/ ) (Edit: Section 15-18 here http://forum.game-la...sections-15-18/ ) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Boring Econ Specifics I promised earlier in the post. Feel free to skip or ignore if not interesting to you. You will notice all goods make a 20% profit from production cost to sale to European trader and an additional 50% profit if the resource is sold to fill the local port consumption. All number can be tweaked. The goal was to set a standard profit on goods in a regulated market based on rarity of said good. Edit: i noticed that the formatting of excel did not transfer very well for the pricing information if anyone is interested i can make the excel documents available for download. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Super cool map download link again > https://drive.google.com/open?id=0B9mOinkVxfkQZ1B1Q1dVUWlSZEE
  13. Then to a "limited extent" it is on topic. Can we please stay on topic?
  14. A series of battles 4 hours apart based off of the set time for the final battle. 4 with varying objectives. Battle 1: Soften defenses Goal Attacker eliminate several anchored warships in the harbor to soften defense for invasion. Say 4 or 5 NPC anchored warships( the size of which can be based on several factors such as regional capital or player built defenses) Battle located in near proximity to port being attacked but not directly on top of it. Battle starts attackers can enter battle and sail to one of the spread out warships to try an sink them. (25 attackers allowed 5 minutes later defenders are allowed to enter battle from a distance and sail to try and defend war ships (20 defenders allowed ) 15 minutes after battle start warships begin battle prep and crews begin to man their posts. 25 minutes after battle start warships become active and join the fight. Once all warships are defeated the attackers can sail to an exit point or escape via the current in game timer method. Battle time limit 1 1/2 hours Goal defender: protect the warships or sink all attackers in given time. Battle Favors attackers and determines level of defense of second battle. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Battle 2: Land an invasion Goal Attacker escort AI land invasion troops to town to soften defense. Battle starts 4 hours after Battle 1 begins. An AI fleet of 5 LGV transport ships leaves the closest friendly port making sail for port being attacked. Attackers must escort the transport ships to their destination (A battle instance in front of the port being attacked.) At any point during the the escort they can be attacked by the defending nation. If all transport ships are destroyed in route to the battle instance then the battle is over. If some transports are destroyed in route the rest continue to their destination. Once the transport fleet reaches the battle instance it enters and makes its final run toward the port. The fleet and any attacking players join at a given point with no battle timer and sail toward the port. The defenders can join the battle instance early but are locked from moving until the AI fleet enters battle Once the battle instance begins defenders can no longer join. The defenders join close to port. Attackers and AI fleet join a distance away. Any AI warships that survived Battle 1 join the defenders in their blockade. the defenders can have 25 players + any survived AI warships from battle one defend The attackers have 20 players plus any AI transport ships that survived the journey run the blockade. Battle ends when either all AI transport ships reach their destination, or all attacking ships are sunk or escape. Fleet escort time limit 1 1/2 from AI fleet launch to entering battle instance. Battle instance time limit 1 hour. Total time 2 1/2 hours Goal defender: stop any AI transport ship from reaching destination. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Battle 3: The Blockade Goal Attacker: Destroy trade ships destined for port under attack. Battle starts 4 hours after Battle 2 begins. Server opens battle instances at 5 minute intervals and locations around the port which is under attack. The server will open a total of 20 battle instances Each instance contains an AI trader or traders which have cargo destined for the port under attack Each instance remains open for 10 minutes. If no attacker joins in those 10 mins the battle closes and it is determined that the trader successfully reach its destination. Once an attacker enters the instance it functions as all other open world battles currently do. Once an attacker joins a battle defenders can join and try to help the trade ship escape. Every 6 AI trade ships that escape successfully negate 1 successfully landed transport ship in battle two. Battle 3 ends when all AI battles close. Potential total battle time 1hour and 40 minutes Goal Defender: Reinforce battles to defend AI trade ships. Battle favors no one. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Battle 4: The port battle Every AI transport ship that reaches is destination weakens the port's fort defenses or hit points by a given amount. Every 6 AI trade ships that survive the blockade negate one successful transport ship. Battle begins 4 hours after battle 3 begins. At the set battle time Port battle functions as the devs have now developed with potentially reduced fort defenses determine by previous 3 battles.~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In this scenario, say the port battle was set for 17:00. Battle 4 starts at 17:00 Battle 3 starts at 13:00 Battle 2 starts at 09:00 Battle 1 starts at 05:00 This would give a way for people of varying time zones to contribute to a port battle and be apart of the victory. Just a rough thought i had. Could be polished more.
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