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Wind

Naval Action needs a good story.

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4 hours ago, Macjimm said:

There is a depth and richness to the story created by player interactions that would be very difficult to achieve with in-game restrictions.  The open world sandbox has limitless opportunities.

My character has experienced a facinating journey during the last couple years.  A story of; assistance and treachery, friends and foes, gifts and ganks, being hopelessly lost and pinpoint timely arrivals.  The outcomes are never certain and I have little idea what will happen around the next cape.

I cannot imagine the Devs creating anything close.

They can't replace the richness of a story driven by player interactions, but they can foster it.

For example, the French Navy assigns two of their captains to guard a weapons shipment, while the Royal Navy sends two of it's own captains (who just happen to be evenly matched in terms of rank and ships) to intercept and capture that shipment.

 

 

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2 minutes ago, Juan Navarre said:

They can't replace the richness of a story driven by player interactions, but they can foster it.

For example, the French Navy assigns two of their captains to guard a weapons shipment, while the Royal Navy sends two of it's own captains (who just happen to be evenly matched in terms of rank and ships) to intercept and capture that shipment.

For sure :)

But, how is that different ( in Caribbean server perspective ) from two French captains guarding two other French captains transport ships which may be, at any time, intercepted by two Royal Navy captains ?

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1 hour ago, Hethwill said:

For sure :)

But, how is that different ( in Caribbean server perspective ) from two French captains guarding two other French captains transport ships which may be, at any time, intercepted by two Royal Navy captains ?

It is different in several ways.

Firstly, it removes the obligation for the players to break the ice and organize everything themselves. 

Secondly, it balances the encounter, so that it is challenging, but feasible for either party to succeed. 

Thirdly, the players can recieve rewards from their respective government for completing the mission.

Fourthly, individual stories could be tied into a larger national plot progression. 

There are some other differences and advantages, but more to the point, I would contest the implied assumption that your scenario would be the prevailing alternative.

The real question is "How is this different from two French captains and two British captains all wandering around the OW on their own, looking for something to do besides getting ganked?"

Edited by Juan Navarre
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12 hours ago, Wind said:

That leaves us with 499 active players + you. I wish it was that simple. 

?

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