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Preliminary discussion of the changes to conquest - clan wars are coming


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Hello Captains.

We would like to share some information on the potential changes to conquest. 

Current Problems
New player experience is uneven and heavily depends on the nation you join.

  • New players who come into the game have completely no information on what is the state of their nation they just joined.
  • Sometimes they join a happy strong nation, but often they join weaker nations
  • As a result players who joined a stronger nation have a much better experience than players who joined a weak nation and leave the game. 
  • Current national conquest system (take everything from your enemy) reinforces this problem. 
  • Fluctuating online increases the problem even further - if you nation has 10 captains left you cannot play normally because you become completely uncompetitive in conquest, which in turn reduces quality of other types of gameplay
  • As a result most new players (who did not join a winning nation) become unhappy populace and leave the game instead of having fun.

Alts.

  • Alts interfere with conquest. There is not much to add

Solution

Decree on the changes in the political systems in the Caribbean. Initial proposal

  • European and North American (current nations or further Nations) powers will agree to not give away ports to other nations.
    • Updated version: Nations will not give away ports only in certain areas (main coast). The ports in the center of the map will be capturable by war corporations for their nation (but they will be able to tax them)
    • Captureable regions
      • Cuba (with the exception of havana)
      • Jamaica
      • Bahamas
      • Lower parts of florida
      • Hispaniola
      • Turks and Caicos
      • Puerto Rico
      • All minor island chains
    • Capitals for two nations might move to a more appropriate safe place
    • Port royal and havana will still remain secondary capitals but the spawns of new players Might be moved to 
      • Sisal
      • Bridgetown or Belize 
    • Pirate republic capital might move to Nassau (with a secondary capture able capital in Mortimer)
    • Hard/Easy/Medium descriptions will come back to nation selection
      • Pirates/Sweden/DK - very hard
      • VP/France/United States - medium
      • Spain/Britain - easy
  • Nations will close eyes on the privateering activities in the Caribbean region allowing free combat in the region.
  • Nations will start taxing all activities in the caribbean (stamp tax) on all purchases, mining or forestry and player to player trade
  • Nations will grant charters (allow to create) for new type of chartered companies: war corporations or clans that will be allowed to establish control over regions in the Caribbean. 
    • current guilds and clans will remain the same
    • new chartered war company will be able to be created by players for the purpose of region control and taxation.
    • Current guilds will be able to enter to ally - forming war corporations
  • Captains who are not a member of a chartered war company will be able to enter any port in any ship. 
    • Removed as it will create a lot of confusion and potential grief
  • Members of a chartered war company will be able to enter the following ports
    • national ports
    • ports other chartered war companies of their nation control
    • all other ports where the governor allowed entry (this is still under consideration)
  • Nations will allow such chartered companies/corporations to tax regions that they control 
  • Chartered war companies will be able to change tax to lower or a bit higher than a government level. All tax collected in a port will go to a chartered war company for the development of that region.
  • Only chartered war companies will be able to participate in the port battles. Only clan (war company) who is attacking the port and who is defending the port will be able to participate in the port battle.
    • so for example if East India Company will decide to take control of the region from the Hanseatic League only captains who are members of those companies will be able to enter port battles. They will be able to do it even both companies belong to the same nation.
  • Nations will allow chartered war companies to freely attack each other even if they belong to the same nation. This will allow chartered war companies to settle score between each other if they believe someone is interfering with their chartered activities
    • This feature will make ROE hell. It is impossible to make it work while keeping it simple at the same time. To make it work nations mush be removed or pve player class created (NCO rank who cannot pvp and cannot be attacked)
    • To keep national unity War corporations will not be able to attack each other on the open seas if they are in the same nation
    • But War corporations will be able to fight each other for control of the ports (only in port battles) 
  • Chartered war companies will not have a warehouse but will use a special port warehouse assigned to a war company by a port (1 warehouse per region)
    • Because warehouse is city based if another chartered war company conquers the city (takes control) it will gain access to that warehouse with all belongings including tax money. 
    • This means the chartered war company will lose all tangible assets (with the exception of ships) if they lose the port to another clan
    • Removed as fake feature - it is very easy to avoid losing assets in port by moving to peaceful friends or alts
    • to make this feature work we would have to reduce quality of life for other warehousing services and we don't want it. 
  • Captains joining war companies will have to serve a minimum time period and will not be able to exit the company for certain time
    • After exit they won't be able to rejoin a company for a certain time (to avoid jumping back and forth between war companies).

Potential results: This will completely eliminate alts from conquest and will stabilize the map for new players who will have an equal experience irrespectively of the nation chosen.

Lets discuss.

Systems rework might take some time, but will be delivered with tweaks found during the discussions in this topic. In this matter we recommend captains to not sweat much about conquest until this feature is done because map will be reset to its original state once this is implemented. 

 

UPDATED SHORT VERSION (simplified based on feedback and discussions

War corporations and national unity

  • Clans will be able to form war corporations
  • Port battles will ONLY be available to war corporations
  • War corporations will be able to change tax rates in ports (for example if the standard national tax rate is 15% war corporations will be able to reduce it to 0 or raise up to 30%) 
  • War corporations can fight other war corporations in the same nation ONLY in port battles
  • War corporations will be able to set their controlled port as free town (enterable by all nations) or as national town (enterable only by their own nation)
  • War corporations will have to vet their members themselves but if they do it properly alts will no longer interfere with port battles
  • Hostility changes will be done
    • Hostility grinding will be removed
      • Some kind of flag will return - but the placing time will be increased to 30 mins to give time to respond
  • Potentially we can bring back timers set by governors

Regions

  • Regions will split into individual ports for conquest (tentative)
  • All ports will be split into captureable (all large islands in the center of the map and island chains) and non captureable - coasts
  • All capture able ports will change status to neutral after reset
    • History fans can relax because in 2-3 weeks port captures will shape the nationalities of ports themselves. New players will come to a live fluid map, which will have stability along the coast and constant instability in the center.
  • Rare resources will move closer to the center of the map.. the closer to center the more potential profit would be on trading
  • Some resources required to ship of the line construction might also move to center
  • Map will be reset

Coastal experience

  • Some capitals might be moved (with simple ID change so you don't have to reposition your resources). Or we can just move all assets players have to redeemables to give more options. 
  • Free towns will be removed from the coasts
  • Reinforcements in coastal ports will come back to game (as fleets no longer give xp)
    • to those who don't remember this is how they worked
      • If BR of enemy was higher than yours if you were attacked near your national port, the port would send you the support equal to the difference between your BR and enemy BR.
      • For example - if you were in a surprise and were attacked by two surprises port would send you 1 surprise to support you in battle (which you could command)
  • Potentially clans will be able to invest into improving port reinforcements class

 

Additional wipe announcement. There will be no asset resets/removals or wipes during this rework. Only map will reset (which will cause some inconvenience when moving resources).

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Just now, admin said:

clans remain. you don't have to have a chartered war company to pvp.
It is required only if you want to conquer ports.

That's the thing, many small clans want to help with PBs. With this change, they will have a very hard time taking ports and gaining the necessary experience in running a PB fleet. 

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1 minute ago, admin said:

clans remain. you don't have to have a chartered war company to pvp.
It is required only if you want to conquer ports.

so specifically.

If you or your clan decide NOT to be a war company or chartered clan - You can enter any port and do any activities regardless of who owns it?

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10 minutes ago, admin said:

Only chartered war companies will be able to participate in the port battles

So it's useless for small clans who decide not to be a war company to have 1st rates?

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Dear Devs, great idea, but you need to allow War Companies to pick 1 ally during port flip/port battle. This means this 1 ally can send members to help and reinforce War Company numbers if needed. This will make sure Small Clans can participate. 

Without this small clans will get left out and only Giants will clash in Port Battles. 

Also, allow regular Clan to purchase temporary War Company Status without any disband or Clan rebuild. 

Edited by Lordicious
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5 minutes ago, Daguse said:

That's the thing, many small clans want to help with PBs. With this change, they will have a very hard time taking ports and gaining the necessary experience in running a PB fleet. 

there are two solutions to this

  • alliances between clans (potential feature for the future)
  • raiding becomes meaningful. If you can find time when the clan port is unprotected you can take their warehouse and rob them. Building a bigger fleet for the future. Defending will be harder for smaller clans. 
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I honestly really like it, but I can see the potential for griefing to be astronomical.  It also seems absurdly complex and more importantly need MORE PLAYERs to run.  Any thought to merging the servers to give this a proper test bed? @admin

I like the idea of having regions that are unconquerable and provide X nation with almost all the resources necessary other than luxury items.  Wood types, mods etc.  And then Clans battle it out for various ports or regions regardless of nation.  

 

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9 minutes ago, admin said:

clans remain. you don't have to have a chartered war company to pvp.
It is required only if you want to conquer ports.

What about national conquests? - Will the non-warcompanies (i.e. ordinary clans) be able to flip  and take a port from another  nation?

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15 minutes ago, admin said:

Decree on the changes in the political systems in the Caribbean.

  • European and North American (current nations or further Nations) powers will agree to not give away ports to other nations.

This means no more taking regions correct?

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4 minutes ago, mikawa said:

So it's useless for small clans who decide not to be a war company to have 1st rates?

If you are not a war company you still can craft any ship you want and combat with it in the open world. The access to ships of the line is not limited to war corporations

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Firts sounds to complicated ... meaning not a good solution, solutions should be easy so you dont have a system no one understand.

Second you are killing Nations.

And third a lot of the people dont care for clans but want to participate if you want to have a clan only game go ahead.

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Make Chartered War clan an alliance of clans of one nation where leading clan is the creator of chartered war alliance.

Allow clans of a same nation to join or quit such alliances

Edited by koltes
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2 minutes ago, admin said:

there are two solutions to this

  • alliances between clans (potential feature for the future)
  • raiding becomes meaningful. If you can find time when the clan port is unprotected you can take their warehouse and rob them. Building a bigger fleet for the future. Defending will be harder for smaller clans. 

Ok I think that works, alliances will go a long ways, raids will keep the smaller clans active. 

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Btw. the real problem naval action has is ganking and not the rvr people are leaving because of ganking and not because they only have a handful ports left wich is possible to solve with some more unconquerable regions ...

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1 minute ago, Lonar said:

And third a lot of the people dont care for clans but want to participate if you want to have a clan only game go ahead

If I had understood it right, it will give even solo players whole new options (raiding clan warehouses, YES!)

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2 minutes ago, admin said:

If you are not a war company you still can craft any ship you want and combat with it in the open world. The access to ships of the line is not limited to war corporations

But is this the end of RvR?

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