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End game idea 2


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Before wrote about something similar.

  • No rare resource ports.
  • I recommend balanced gear, including balanced wood types.
  • All forts/towers build by clans. Forts towers have upkeep, foodsupplies to feed the men.
  • Green zones have always forts/towers.
  • Repairing forts/towers need stone blocks.  etc you understand the point.
  • Clans build their shipyards outside the green like today, and probably want to protect these ports as well.
  • Decrease resources from buildings owned by players, decreased resources from building on the green zone. Players on green have still ok access to everything, including change to get a special ship. Nations have all possibilities on the green to get back on their feet, though not as good as if they actually owned ports.
  • Clan buildings for resources with higher output. Only owning clan can build clan buildings. The rest, if they have access to the port, can build player owned buildings only.
  • Each port can support only limited amount of clan production buildings for resources.
  • Clans may want to own multiple ports as they want more resources to build more 5/5 ships.
  • As everyone in that nation has access to these ports and can build personal production buildings, everyone has still access to everything. The amount of resources simply limits the amount they can build.  More means simply more 5/5.
  • Balancing wood types will mean there will be more interesting ports to own, more ports that you want to protect. Todays few rare ports are not serving anyone.
  • Today we need rare resources that provides clear advantage for the owner. Tomorrow that stoneblock port is interesting port to own, as only the owner can build clan quarries.
  • This should create trade and politics as one clan cannot own it all.
  • Either be able to make hostility system PvP oriented, better, or go back to flags. None wants to grind bots to get in a PB. Balance ships so new and old players even in Renommee can participate and have fun.
  • Clan leader saying that he will buy a flag to port A and everyone should be ready tomorrow at this time. This is 10000 times better system than the current one. This creates content while the other one is just ewww.
  • Decrease combat ship cargo holds, half maybe? Make traders important, make escorting important. Building forts and towers to protect your trade routes might not be a bad idea.
  • High trade ports have high BR limit in port battles. Clan buildings can affect to the number slightly as well but never make it impossible for small clans to own ports.
  • When you lose a port, all clan buildings will be wiped.
  • Bring back balanced gear. Theorycrafting different builds is very fun part of any PvP game.

You can probably innovate the rest.

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Scenario.

Copper mine port to get copper for copper plating.

Clan A vs Clan B.  Clan A captures the port and all that clan B owned are now destroyed.

Clan A wants to defend the port and Clan B wants to capture it back.

Clan A wants to build forts and towers for better defense.

Clan B wants to make it as hard as possible for Clan A to build forts/towers, as they don't want those to be there the next time they attack it.

Clan B attacks traders that try to get in the port and Clan A escorts their traders.

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Yes, much better than your last suggestion I wish you led with this it would have gotten more attention then. 

This would fix a lot of issues.  Some ideas here need work but overall great suggestions. 

You should even change the name of the thread to fixing Conquest or something so people don't associate it with the other post. 

Edited by beagleplease
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