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

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Daguse    491
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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Lonar    164

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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mikawa    320
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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Bearwall    841
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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admin    28,124
2 minutes ago, Aventador said:

This means no more taking regions correct?

regions won't change national ownership 
only the controlling chartered war company changes.. 

it will look like this:

Havana region

  • Nation Spain
  • Controlling company - Hanseatic League
  • Governor: Con Shonnery
  • Tax rate 5% 
     

If another clan conquers it it will look like this

Havana region

  • Nation Spain
  • Controlling company: East India Company
  • Governor: Shon Connery
  • Tax rate: 25% 

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Anne Wildcat    1,300
Just now, Bearwall said:

But is this the end of RvR?

As I see it, and I may be wrong, it's the end of port flipping, changing colors on the map, but war companies will battle for control of ports. Winning control gives you the ability to tax and choose who can enter/use that port.  I believe but may be wrong.  Personally, I'm not into RVR, just glad it will not change OW PVP. 

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Aventador    321
1 minute ago, admin said:

regions won't change national ownership 
only the controlling chartered war company changes.. 

it will look like this:

Havana region

  • Nation Spain
  • Controlling company - Hanseatic League
  • Governor: Con Shonnery
  • Tax rate 5% 
     

If another clan conquers it it will look like this

Havana region

  • Nation Spain
  • Controlling company: East India Company
  • Governor: Shon Connery
  • Tax rate: 25% 

Will we be seeing a map reset then i'm assuming?

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Bearwall    841
2 minutes ago, admin said:

regions won't change national ownership 
only the controlling chartered war company changes.. 

it will look like this:

Havana region

  • Nation Spain
  • Controlling company - Hanseatic League
  • Governor: Con Shonnery
  • Tax rate 5% 
     

If another clan conquers it it will look like this

Havana region

  • Nation Spain
  • Controlling company: East India Company
  • Governor: Shon Connery
  • Tax rate: 25% 

So why then have national  entities at all? It will essentially make RvR a purely clanbased activity and gl for the smaller clans..

EDIT: If this change to the RvR system is followed through then I'd  like to see complete freedom in OW - the ability to attack anything and everyone. And if anyone is wondering - no I don't like other people, yes I do like to burn your ships, homes and ports. But I do not like making RvR obsolete.

Edited by Bearwall

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Bearwall    841
Just now, Aventador said:

Will we be seeing a map reset then i'm assuming?

ofc we will the map colours will no longer matter.

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Lordicious    54
9 minutes ago, koltes said:

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

What do you think about:

1. Seasonal pass to Chartered War tools for your Clan. Clan leader will be able to purchase seasonal pass for his clan and participate in war and help other Chartered Clans without disbanding.

2. Permanent Chartered War Company. Build from the ground up only for war purposes.  

Edited by Lordicious

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Intrepido    2,183

A BIG NO.

If this game aims to be realistic, wars in the XVIII century were among nations, not between small groups.

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Mamen    33

I assume standings mechanic between companies (sounds way more better than clan :) ) will be added?

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Peter Goldman    1,277

What about free towns? We need somehow to be able to reach other regions all around the map... This will make borders not important anymore, though. 

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Demsity    113
2 minutes ago, admin said:

regions won't change national ownership 
only the controlling chartered war company changes.. 

it will look like this:

Havana region

  • Nation Spain
  • Controlling company - Hanseatic League
  • Governor: Con Shonnery
  • Tax rate 5% 
     

If another clan conquers it it will look like this

Havana region

  • Nation Spain
  • Controlling company: East India Company
  • Governor: Shon Connery
  • Tax rate: 25% 

If this is the case, a map reset is probably a must, will you resign port ownership so that they are distributed equally?

And also, if you are in the process of making a huge change to nations, Please consider a unique mechanic for the pirates!

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Teutonic    1,063
3 minutes ago, admin said:

regions won't change national ownership 
only the controlling chartered war company changes.. 

it will look like this:

Havana region

  • Nation Spain
  • Controlling company - Hanseatic League
  • Governor: Con Shonnery
  • Tax rate 5% 
     

If another clan conquers it it will look like this

Havana region

  • Nation Spain
  • Controlling company: East India Company
  • Governor: Shon Connery
  • Tax rate: 25% 

I actually really like this.

Now the issue may be "what nation gets to own what." Or again, with clans NOT participating in port battle fighting be able to enter any port as you say and to ANY activity?

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rediii    3,074

I would also say just create alliances between clans. The alliancefounder is controller of the regions that alliance conquered. Alliance cant be more than 3 or 4 clans. Let alliances creat custom flags which will be at the back of the ship if you already go that way anyway. Like this the startingnation is just the location where you spawn on the map and the flag you have without a alliance.

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Peter Goldman    1,277
1 minute ago, Intrepido said:

A BIG NO.

If this game aims to be realistic, wars in the XVIII century were among nations, not between small groups.

Yea, especially with nations like Spain on Global with 2-3 players, Spain on EU where most players say they will use forge papers, all clans / players moving to Danes / Swedish nations. 

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Lordicious    54
3 minutes ago, Peter Goldman said:

What about free towns? We need somehow to be able to reach other regions all around the map... This will make borders not important anymore, though. 

I agree, time it takes to travel will not benefit this new addition. Devs need to speed up OS travel or add tools to quickly move between world. 

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Slim Jimmerson    132

I mean, it all sounds good. But it doesn't fix the invisibility exploits, nothing about an official screening mechanic, and PBs are still the same single 25v25 coinflip

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Aventador    321

How will teleporting and outposts work? Will will be able to teleport to free towns again and if we control a region will we be able to put outposts there etc?

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mikawa    320

Hmm wondering what happens if the biggest company owns almost every port in the map with taxes 25% ??? Every one else who belongs not to this company will have big problems then ...

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RVR is a good thing - I want to be able destroy the King's enemies and take their ports. It's sort of role play/immersion for me. Without that.....the game loses a lot of its purpose (IMHO).

Inter-clan fighting aka Civil War is a good thing too. We need to be able to combat 'rogue' clans.

We need both forms of warfare.

If you want to have 'war companies' then treat them as mercenaries that can be hired by Nations (national clans). Separate them from any national connection.

BUT....really this  whole 'war company' and 'clan war' idea is getting far too far away from any historical basis (in this period and geography) and is making the game a fantasy game. Nothing wrong with that but let's be honest about it and say the game is based in an alternate universe and is not meant to historically based any more.

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rediii    3,074
4 minutes ago, Intrepido said:

A BIG NO.

If this game aims to be realistic, wars in the XVIII century were among nations, not between small groups.

Id rather have a good working game instead

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z4ys    1,614

Please consider: Dont make capital regions player controlled. Thats where new players start and get used to the game. I fear that vet players will capture capital region and palce horrendous taxes there while they stay far away with their own cheap taxes and use the capital region as milkcow.

You have the data @admin do new players move a lot? how long the stay in the capital region before they move out to explore? How long they need to get used to the game?

New players should be protected.

Because of that consider to not make every resource available at the capital region like it is now. PLayers should get used to the building and crafting system but then they have to go out and seek for resources. In my opinion that currently a huge problem of the game. For a beginner the game should focus around the capital but Vets should get pulled away from there.

 

Edited by z4ys

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