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Deliveries between your own outposts.


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I know its "part of Naval Action to sail" i know its more "realistic", but i have to agree with @BallsOfSteel, there should be an option, where you can deliver stuff from one outpost to another. For this i have an idea how it maybe could be like:

Like a tow request you have one delivery request per day (resets after server maintenance). You have to be in the outpost, where you have the stuff to be delivered, then you choose the stuff and the destination. You will be charged with gold depends on the weight of what you deliver and how far the destination is. Then an AI trader ship will start from the outpost where your stuff is, to the outpost where you want it to be. Since the biggest AI trader ship in OW is the Le Gros Ventre the limit weight is 1900. Now if the AI trader gets attacked and sinks or gets captured, all your stuff is gone! No gold back, nothing. You get a notification or ingame mail if the trip was successful or not.

This way you can save time to play the actual game more, but you have to pay and the risk on the other side (and add pve content for looking for ai traders which are actually deliveres of others?).

What do you guys think about it? There was already something like delivery in NA, where you could deliver to only free towns as far as i remember.

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Would be great if I could send any of my ships, with the crew from my alotment of men, on a journey in OW.

It should be allowed.  I would like to be able to risk my ships, out in OW travel, with AI captains.  Basic cutters could be excluded.  Waypoints and fleets should be allowed.

It would be even better if I could, teleport between ships and outposts, with an option to watch the AI captain  sail or take control of the ship at anytime.

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I think we used to have this capability in the past?  Am I remembering correctly?  We used to be able to send deliveries from FREE port OP to FREE port OP and it just took a few hours and an allotment of gold.  Maybe I'm remembering wrong, I thought we could do that in the past.

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2 hours ago, Eyesore said:

As long as everything moves through the open world, whether it's a player or an ai-ship, i geuss the outcome stays the same.

There should be no 'safe' transport (or teleportation) of resources and tradinggoods.

agree with this, would also generate pvp

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Ahhhhhhh....  the good old days when you could actually impact a faction by raiding their shipping...

The high times of NA.

Now its "Lets see who can be the richest man in Naval Action" because of one-click ships.

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2 hours ago, Eyesore said:

Why not have another player transport your stuff for you?

Otherwise ... no?

Man courier contracts would be sick.

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16 minutes ago, Jean Ribault said:

I think we used to have this capability in the past?  Am I remembering correctly?  We used to be able to send deliveries from FREE port OP to FREE port OP and it just took a few hours and an allotment of gold.

Correct.

Apparently, it's important to force all but everyone to do repetitive and tedious hauling because some feel it's important to have the chance to bully haulers. To them it's "content", "PvP" and "meaning".

Don't look at me! I don't understand it in the least.

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6 minutes ago, jodgi said:

Correct.

Apparently, it's important to force all but everyone to do repetitive and tedious hauling because some feel it's important to have the chance to bully haulers. To them it's "content", "PvP" and "meaning".

Don't look at me! I don't understand it in the least.

It is content. Hunting/escorting cargo is a gameplay component. Piracy was huge in this era. People play this game to be true pirates.

A guy with a fleet of 4 indiamans can move two weeks worth of resources in one trip. Its not that much of a.burden. pvpers can sail 5 times as long just to get one pvp fight...with this change it will be even harder to find people.

Plus half the reason capitals get camped is because there is not enough action in the open sea. You guys want to reduce open sea content further which will making camping even worse.

Edited by Guest
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11 minutes ago, jodgi said:

Correct.

Apparently, it's important to force all but everyone to do repetitive and tedious hauling because some feel it's important to have the chance to bully haulers. To them it's "content", "PvP" and "meaning".

Don't look at me! I don't understand it in the least.

As opposed to repetitive and tedious meaningless "battles" with the exact same ships every time.  Great fun.

I don't understand it in the least.

 

Stop "Legend-ing" my OW, Devs!!!  ;-)

 

Edited by Vernon Merrill
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4 hours ago, BallsOfSteel said:

Give players a break, give them the ability to do this FFS.

We all dont have hours to blow moving stuff. Charge us etc or at least let us have contracts for delivery for those time sinkers.

Sail a dlc ship no eco needed just sometimes winning so you can buy cannons and repairs.

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I’d rather have a system where player x puts up a delivery contract to transport goods to a port.  Player y picks up that contract and sails there, collects rewards.  

Once the delivery contract is created whatever items that person wanted shipped becomes “cargo” and then player y picks up the cargo without knowing it’s contents (to keep people honest) and delivers it to the desired port where it gets converted back to resources by player x.

Edited by Christendom
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2 minutes ago, Christendom said:

I’d rather have a system where player x puts up a delivery contract to transport goods to a port.  Player y picks up that contract and sails there, collects rewards.  

Once the delivery contract is created whatever items that person wanted ship becomes “cargo” and then player y picks up the cargo without knowing it’s contents (to keep people honest) and delivers it to the desired port where it gets converted back to resources by player x

The idea works great until you factor in alts.   Once someone figures out someone's alt identity, that cargo is doomed.  lol

Which I guess adds another level of "gameplay" depending on your point of view.  

I can see the immense queue of tribunals already.... But at least its......something.

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5 minutes ago, Christendom said:

I’d rather have a system where player x puts up a delivery contract to transport goods to a port.  Player y picks up that contract and sails there, collects rewards.  

Once the delivery contract is created whatever items that person wanted shipped becomes “cargo” and then player y picks up the cargo without knowing it’s contents (to keep people honest) and delivers it to the desired port where it gets converted back to resources by player x.

who lays his own fortune into other people hands that he doesnt know?

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2 minutes ago, Vernon Merrill said:

Maybe it can be made so you have to "approve" the hauler?

 

still a feature minority would use because outcome cant be predicted. Therefore wasted dev time. Nice on paper but not practical

Edited by z4ys
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3 hours ago, Eyesore said:

As long as everything moves through the open world, whether it's a player or an ai-ship, i geuss the outcome stays the same.

There should be no 'safe' transport (or teleportation) of resources and tradinggoods.

Or upgrades, for that matter.  As if copper plating has no mass.

If you all want targets that might generate a few.

Edited by Marcus Corvus
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Eve allows you to set a collateral on contracts so that if the cargo is lost or stolen then the hauler is liable, not the one who wanted the delievery.

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This delivery conversation reminds me of another bone to pick that I have with NA.

One of the inherent problems with this game is a player can do EVERYTHING inside of it.  There are no real roles for folks to play.  I can throw up a workshop or a shipyard and now with the admiralty connections I can have enough buildings to pretty much my own shipline.  If I want to haul stuff...well I just change perks and off I go with 3 indiamen.  While this sounds great on paper it leaves this game feeling a little empty and at least in my opinion, a little without purpose.  If a player can simply do everything one on character...what use do they have for other people.  Which is probably why there are so many small clans out there.  In the span of an hour I can go fight a PB, get back to base and haul enough resources to replace a lost 1st rate.  Easily.  Maybe it shouldn't be that way.  Most MMO games have specializations or skill trees.  I know in warcraft you could only have 2 professions.  Albion the difficulty of the trees only really allowed you to focus on 1 or 2 types of crafting.  The lack of being able to craft or do everything on your own created roles for players in game and a need to interact and rely on them.  Cough...player economy...cough..   

Maybe we need to have clearly defined roles in this game in the form of skill trees or something of that sort.  Traders/Merchant people being of these roles.  Crafter/shipwright.  Man of War path.  Something along these lines.  

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31 minutes ago, Christendom said:

I’d rather have a system where player x puts up a delivery contract to transport goods to a port.  Player y picks up that contract and sails there, collects rewards.  

Once the delivery contract is created whatever items that person wanted shipped becomes “cargo” and then player y picks up the cargo without knowing it’s contents (to keep people honest) and delivers it to the desired port where it gets converted back to resources by player x.

Perfect. I can see dozens of british alts checking the contracts at KPR. Vernon is right, the human factor denies this feature.

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Just now, Christendom said:

This delivery conversation reminds me of another bone to pick that I have with NA.

One of the inherent problems with this game is a player can do EVERYTHING inside of it.  There are no real roles for folks to play.  ...

Actually there are. you dont have enough slots on ONE Account to do everything. It would be a decision to be a merchant a rvr player a pvp player a raider. But alts destroy that purpose.

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