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stormridersp

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  1. Thatd be a decisive victory already, with far more combat action that current system, isn´t?
  2. My suggestions are updated in the OP as people provide new ideas. Currently they are: 1- Remove the silly king of the hill mechanics, that is, to race towards a marked area and stay there until winning points are reached, even if that means that no shots are fired. 2- Points are calculated by ship sunk + coastal defenses sunk or survived. 3- Stalemate is broken by a 1.5 hours battle timer or either team is destroyed or left the battle, whatever comes first. 4- Points draw gives the win to the defenders, which cant just flee from battle because of the fact that Forts also give points when destroyed or damaged 5- Defenders have just enough time to position its ships before decisive engagement, let´s say that defenders are allowed to join in the port battle 10 minutes before it opens to the attackers. What to think now is how to calculate the points, in such a way that a decisive battle is the only and most rewarding path to victory.
  3. Even if that was the case, that would give the defenders a tactical thinking opportunity in such way to prevent such scenario, emphasizing a basic concept of naval combat and the purpose of a navy, according to one of the greatest naval tacticians of our time, Mr. Wayne P. Hughes Jr. At Sea (1) assures that ou own goods and services are safe, and (2) that an enemy´s are not. From the Sea, it (3) guarantees safe delivery of goods and services ashore, and (4) prevents delivery ashore by an enemy navy. The Seat of Purpose is on the Land
  4. No, your assumption is wrong. If the defenders flee, then by taking out the coastal defenses gives the attackers just enough points to win. If the defenders decide to stay and fight, then the coastal defenses represent points like any other ship, perhaps a bit more.
  5. The solution are the coast defenses. They can´t run so if the defenders run, the attackers just need to take the coastal defenses out.
  6. Thanks for the heads up, added your suggestion to OP.
  7. IMO, this new pb mechanics, the conquest circles and timers, killed the last remaining chance for good capital ships PVP in this game. How come that a pb battle should end before major cannon fire is exchanged and most SOLs are sunk?! It really makes no sense to me. Why is it so difficult to just get it simple at least once, instead of all these bs mechanics everywhere? I mean, you got the land in the port battles, that´s really nice, but along with it, came a bunch of stupid mechanics that just make no sense what so ever. To be constructive, my suggestion is: Keep the land in the port battles, give it a 1h30 battle timer, a 10 minutes join timer, allow defenders to spawn close to shore and attackers in a distance far enough to allow defenders to organize their line. When the battle starts, count the points of sunk ships and, after 1h battle, if there´s still anyone left, the team with more points win with the sole exception that a draw gives the win to the defender team. Just get rid of these arcade WoW conquest mechanics. If I wanted to play it, I would just play WoW instead. EDIT: Adding @koltes suggestions and timer modified to 1h30: Side are getting points equal to the BR of the sunk ships. In order to win one team needs to reach certain BR in points. EDIT2: Adding @rediii suggestions: Defenders and Attackers must stay inside the Battle Area, which is a circle, centered at the Port with a range big enough to allow 25 SOLs to comfortably fight. Every ship that exists the battle area, counts as a sunk ship. EDIT3: Solution for the problem where Defenders would just leave the battle to win by draw: The solution are the coastal defenses. They can´t run so if the defenders run, the attackers just need to take the coastal defenses out and win by points.
  8. This could simply be done by allowing players to put Buy contracts on ships.
  9. Its not. There is already the competition for the regional resources.
  10. This is what the Regional Bonus was meant to be but like everything else that came with that failed fine woods patch, it was awfully implemented and rushed out.
  11. The option is to remove the these Regional Bonuses completely or make them specific for each nation. The way it is, its a waste of time and affects negatively and directly PvP action:
  12. Along with the Fine Woods, these Regional Bonuses are the rotten legacies from that failed patch that killed the game. To make it simple, I´ll only summarize why it should be removed: 1- Balance of Nations: The more a nation grows, the more regional bonuses it controls and the less the other nations do. In a mere RvR point of view, or assuming its a PvE server, it´d be okay, but since we´re talking PvP here, the focus should not be on the ship quality itself, but the skills of the player. Assuming that nations have different population counts, bigger nations not only have the clear advantage of their number´s strength, but also their ships becomes progressively stronger while the other nations, weaker. Now, imagine this scenario: US+GB form an alliance, they amount 70% of the server population and conquest 90% of the ports. Poor Danes are left with nowhere to build any quality ship because they´re left with only their own regional capital. This means that if they´re going to PvP, they already have quite an unfair challenge ahead only because of the fact that they can´t craft any ship with any regional bonus. On the other hands, their opponents possibly have the best possible ship. RvR should never affect PvP like this. 2- Waste of Time sailing safe routes during safe hours not to mention all the time spent in port, teleporting from one to the other just trying to locate the resources: Having different regions which produces different bonuses means that our resources get scattered all over the place. From a PvP perspective, given the huge size of the world map, we are forced to sail countless boring dull hours in trade ships, on safe routes and hours, just to get the resources where they need to be. If it was like before, where we had a Shipyard, we could concentrate all our resources where they need to be, and focus our play time on actually doing what this game is meant to, that is, Naval Action, consequently increasing PvP time and possibly its quality, bringing old players back. Work around suggestion: One option to the complete removal of the Regional Bonus is to make it directly related to the player´s nation, giving the player a few basic options as a 2nd ship bonus. Something like this: Every nation gets the basic options for the 2nd bonus (the 1st bonus being the basic bonuses like build strength crew space, speed...): Strong Hull, Agile Hull, Accuracy and the nations specific, for example, pirates get the option to craft it with Pirates Refit, while GB with Brits Refit and so on. If you´re going to vote, make sure you are a ship crafter.
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