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Deliveries between your own outposts.


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1 minute ago, z4ys said:

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.

Except that the Admiralty DLC enables pretty nearly that for single-account players.  Add up all the buildings in the game.  You can get pretty near self-sufficient.  You only need to wait for your labor hour wallet to recharge.

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2 minutes ago, Marcus Corvus said:

Except that the Admiralty DLC enables pretty nearly that for single-account players.  Add up all the buildings in the game.  You can get pretty near self-sufficient.  You only need to wait for your labor hour wallet to recharge.

without the outpost limitation i would agree. glad they did not increase outpost slots^^ But sure a merchant player can now have everything and a bit more

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4 hours ago, Roronoa said:

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.

I think this all has merit. I would add that the player should be able to select the Nation flag of the trader, or have an option of available traders.

   Then I would allow for the hire of escort ships that would be in the traders fleet.

   I spend 2 and a half hours on one trip from Charleston on a weekly basis. It is to much to spend just sailing. It has no “fun” value that encourages me to want to play the game. I believe that we lose some of our player base for this very reason.

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1 hour ago, Flinch said:

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.

You call attacking trade ships a PvP fight? Maybe that is all you can win against? The problem with this is the player thT gets his trader sunk or taken gets no PvP reward.

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31 minutes ago, Old Crusty said:

You call attacking trade ships a PvP fight? Maybe that is all you can win against? The problem with this is the player thT gets his trader sunk or taken gets no PvP reward.

I assumed you played "legends" then when it was available?  It was very popular and ....  oh....

Contrary to what YOU may think, some people actually enjoy the added dimension of having the ability to pursue multiple roles...  such as a Privateer and trader.

The sandbox can and should be more than an inch deep and a thousand miles wide.

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2 hours ago, Vernon Merrill said:

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.

Insurances or penalties would prevent abuse.

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2 hours ago, Flinch said:

Piracy was huge in this era

Pirates were doing what they wanted to do, or someone hired them to do nasty things.

Nation A couldn`t attack merchants of nation B, just because of fun, it was a serious accident, and a casus belli.

Just like today.

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Just now, Fenris said:

Insurances or penalties would prevent abuse.

Unless insurance is full 100%, which makes no sense given any player can insure himself by stashing enough cash to cover mishaps.

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3 hours ago, Flinch said:

It is content. Hunting/escorting cargo is a gameplay component.

I know. It's just not my idea of fun is all.

Since the beginning I've actually done quite a bit of port clicking and hauling. Only three times have my stuff been threatened, only once have I lost things. I've never had my operation in protected waters. I'm sure some poor guys lose their stuff every day, but I'm also pretty sure almost all hauls get done without interference, zone or no zone. In my mind it's very close to a fake feature because, statistically, it happens so very seldom. I'm not gonna pick at you guys keeping the IDEA of piracy afloat any further, your fun is your fun.

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Sure. How about this system: You choose what you want transported, put it in the hold of one of your ships, and tell it where to go. It sets off into the open world and sails there on its own, captained by AI. It drops off the goods whenever it arrives. If someone hails the ship, it hails as "exampleplayername's merchant on exampleship"


If it gets captured or sunk, that's really gosh dang unfortunate for you, and the price you pay for not doing it yourself or hiring a player.

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2 hours ago, Capt Aerobane said:

It sets off into the open world and sails there on its own, captained by AI.

This has been suggested quite a few times. I wonder if the pirate and privateer role-players would be happy pretending to make an eco impact by hitting on bots?

It's a moot point, I'm afraid, last time admin commented on this suggestion it wasn't feasible from a server performance priorities decision. (You know how this game puts combat mechanics front and center? If we had lol mechanics like in EVE that would free up loads of math crunching resources)

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Teleport of cargo... No.

Having an AI put it on a ship and the AI sail it... Meh.

Delivery missions created by players and fulfilled by players... OK. But would probably work best if we were to get some sort of reputation system.

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On 7/19/2018 at 5:29 AM, 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.  Maybe I'm remembering wrong, I thought we could do that in the past.

We used to have auto deliveries, without OW NPC travel.   Stuff was magically teleported from one outpost to another.  The mechanic was much different that sending a player's ship out into OW under AI control.  There was no risk for the player of losing a ship or cargo.

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Maybe its not feasible by having AI transport the cargo, but what if its possible all deliveries are delayed by a day. In that time attackers can attack said receiving port and claim the reward of what would've been delivered. 

That is not only easier than hauling which not everyone has the hours to do, but its creating content between the eco players who make the deliveries and the pvp guys who protect the port to ensure those deliveries get through.

Edited by Slim McSauce
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Player driven delivery missions; What if the player just takes the cargo? His alt captures the cargo?

Player driven delivery can be already done. Find players and pay them from delivery. It takes so long to transport goods that none would do that from a small amount of money.  Probably the reason why the one who wants to pay does not want to pay. Where is East India Company when you need it?

AI driven delivery is a good way to go here and was asked already years ago. You pay and AI ship leaves from the port and sails specific route to another port. These trade routes should be known, visible on map.

AI traders had an issue that time and maybe the same issue is still valid. Server has a limit of X ships that it can control in OW at one time. These ships are those random AI ships. I think suggestion was that there are max Y amount of traders that are dynamically taken from X. Maybe also a smaller fixed amount of trader slots. If there are no traders available delivery will be queued.

AI traders would not have cannons.

Trading paths are well known so everyone can go there to capture goods from other players. Creates content outside the green. I suppose people would like to also protect the routes.

Pirate players like Pagan Pete would have places to hunt and don't have to go on green and complain about towers and reinforcements.

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On 7/19/2018 at 10:13 PM, Farrago said:

Delivery missions created by players and fulfilled by players...

That would be fun.

5 hours ago, Cmdr RideZ said:

Where is East India Company when you need it?

Well, why not give players (and alts) the possibility to open up trading clans (companies) for those who are not interested in combat in any way? With options for specialization only members of a trading company can get.

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Merchant fleet would be a natural progression of the game and I agree, a whole lot of fun.

My take…

Players to buy a single depo in their outposts, place/drag goods into it.

Players to build a merchant ship, one only per player, two ships with perk (maybe).  

Assign their merchant ship to sail between two outposts, A to B to A, the merchant will collect what's in depo B, up to its cargo limit, sail and deposit back into depo A.

Could be all done in tabular form to start with, based on a time to sail between outpost.

Later, actual merchant ships could be introduce into the open world, but only one per player so as not to overload, merchant ships would then be open to attack/looting. With Pirates to have the ability to attack their own pirate mates merchants!!!

Even in PvE, merchants could be open up to attack but for anti-harassment and the environment state, a player could only sink one merchant ship per player per 48hr (72hr even [one weekend]). If PvE player did not want their goods lost/attack or put at risk, then they would transport the goods themselves.

It wouldn't go against the open world sailing theme, only add to it, add to the simulator theme.

Edited by Guest
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