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In conjunction with the universal message board every port would have (a public section and a section only visible to nationals) according to my earlier suggestion...

...here...

... by help of such message board I imagine our traders could hire compatriots for escorting them from port A to port B. The longer the distance, the higher the price. It does not stop at this:

Not only could they offer their escorts money as payment, but the game will reward the escorting players with PvP marks for every merchantman which came through and arrived safely. Plus the PvP marks  and combat marks escorts will regularly make when they fence off any interceptors and sink those. Merchant will not get marks, because his objective is met by his cargos having arrived at destination. So in this mission our fighters and our traders have to do something together which satisfies both (and maybe a successful enemy as well).

So this is a more positive use of the PvP mark system, not only destructive. Gratifications for helping some guys bringing their valuables where they want them. I think they could even hire several escort captains if their cargo justifies the extra expense. Like it is an Indiaman full of upgrade modules, or a clan shifts its warehouse from one place to another, or transports full of copper ingots, cartagena tars or white oak. Ships loaded with gold and silver coins like a Spanish treasure fleet.

painting1.jpg

Contracting merchant appoints a convoy commander (could be himself or one of the escort captains he trusts the most) which determines the route.

If group is attacked on the journey it behaves like a battle group, so all ships get pulled into battle instance. However, convoy commander can decide to detach one of his escort captains (if they are several) and have him encounter sighted enemies, so the rest of the fleet can proceed without delay by the starting battle, leaving the unit behind which is busy with the enemy. I think it is best to give every participant of such merchant fleet escort mission his reward in PvP marks/combat marks, if he sailed only half way and went into battle (even lost it), or stayed until destination port was reached. So they won't quarrel who is doing what on the journey and facing disadvantages. Because priority task is, the merchant ships make it to port and the mission is accomplished.

I imagine a thrilling hide-and-seek adventure for such merchant escort missions to happen. Spies in ports may get a wink what's scheduled and inform their nations where and when to strike.

How many marks? Think of a multiplier distance + number surviving traders. If no trader arrives, no marks (except those individually won in combat): mission failed.

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18 minutes ago, Cetric de Cornusiac said:

In conjunction with the universal message board every port would have (a public section and a section only visible to nationals) according to my earlier suggestion...

...here...

... by help of such message board I imagine our traders could hire compatriots for escorting them from port A to port B. The longer the distance, the higher the price. It does not stop at this:

Not only could they offer their escorts money as payment, but the game will reward the escorting players with PvP marks for every merchantman which came through and arrived safely. Plus the PvP marks  and combat marks escorts will regularly make when they fence off any interceptors and sink those. Merchant will not get marks, because his objective is met by his cargos having arrived at destination. So in this mission our fighters and our traders have to do something together which satisfies both (and maybe a successful enemy as well).

So this is a more positive use of the PvP mark system, not only destructive. Gratifications for helping some guys bringing their valuables where they want them. I think they could even hire several escort captains if their cargo justifies the extra expense. Like it is an Indiaman full of upgrade modules, or a clan shifts its warehouse from one place to another, or transports full of copper ingots, cartagena tars or white oak. Ships loaded with gold and silver coins like a Spanish treasure fleet.

painting1.jpg

Contracting merchant appoints a convoy commander (could be himself or one of the escort captains he trusts the most) which determines the route.

If group is attacked on the journey it behaves like a battle group, so all ships get pulled into battle instance. However, convoy commander can decide to detach one of his escort captains (if they are several) and have him encounter sighted enemies, so the rest of the fleet can proceed without delay by the starting battle, leaving the unit behind which is busy with the enemy. I think it is best to give every participant of such merchant fleet escort mission his reward in PvP marks/combat marks, if he sailed only half way and went into battle (even lost it), or stayed until destination port was reached. So they won't quarrel who is doing what on the journey and facing disadvantages. Because priority task is, the merchant ships make it to port and the mission is accomplished.

I imagine a thrilling hide-and-seek adventure for such merchant escort missions to happen. Spies in ports may get a wink what's scheduled and inform their nations where and when to strike.

How many marks? Think of a multiplier distance + number surviving traders. If no trader arrives, no marks (except those individually won in combat): mission failed.

Yeah...Another try :)

Noble effort, many tried before. I hope @admin reads you.

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Unfortunately the amount of $ people want to charge traders to provide hired "escorts" to merchants is usually more than the profit from the goods they can haul.  Time is the most expensive commodity of all, and most of the stuff traders are moving is fantasy commodities rather than something useful.  Any acceptable level of payment would have to come from the fictional "nation", out of thin air PVE style.  Otherwise the best player-to-player system for trader "escort" reward is just returning the favor, or in some cases providing crafted goods. 

 

Giving PVP marks for an activity that usually doesn't involve PVP might also be controversial.

Edited by Barbancourt (rownd)
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With all the players on the Forums crying about not enough PvP opportunities I would think that they would be hiring Traders to lead them to gankers. If everyone is out looking for traders to sink for PvP then it would stand to reason that if you sail with traders you will find enemy to kill.😈

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12 minutes ago, Old Crusty said:

With all the players on the Forums crying about not enough PvP opportunities I would think that they would be hiring Traders to lead them to gankers. If everyone is out looking for traders to sink for PvP then it would stand to reason that if you sail with traders you will find enemy to kill.😈

That's where a "clan", "community", "band of brothers", comes in. Not "strangers".

They will escort you, they will rear guard you, they will fight so you get out.

 

 

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25 minutes ago, Barbancourt (rownd) said:

Giving PVP marks for an activity that usually doesn't involve PVP might also be controversial.

They are already given for no 'pure' PvP , and even on PvE server: for success in patrol missions.

Actually traders could initiate such missions even when they run empty cargos, for the very fun of it. Note that I did not connect the reward with the value of what is being transported.

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Such a message board would not work not only because the escort would want more than the profit as payment as someone mentioned earlier but because it would be open to abuse by alts reading the boards and thus knowing the traders destination. Basically as it currently stands in the game most trading is more like smuggling where traders sneak into enemy ports at quiet times and do their best not to advertise where they are going to and what they are carrying.

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It would have to be a reward by the admiralty sponsored by  the player. Say for an indiaman it cost 100k to place an escort to Shroud Cay from Savannah. If both ships make it into port at the same time then the escortier recieves a battle reward of 5 marks on the spot.

That way it's creating real content and not a pseudo feature that nobody uses, If it sounds attractive to you as a player then it's a good mechanic and should be added. This would promote a diverse meta by creating incentives to trade, and hire traders because everyone is getting a payout and your creating cohesion between pvpers and traders while giving more targets to all.

This right here is how it should be from those screenshots posted. Admin if your transport missions aren't as cool as this than I'm going to be very disappointed :(

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Use your imagination...

If a trader does not have precious cargo he needs to get to port B, there will still be generated mission content, by courtesy of your loving admiralty...

The mission may ask for certain ship sizes and numbers provided by the trader.

Option One: cargo set up from own warehouse (various ships) or clan move, as mentioned in OP.

Option Two: You are asked to bring a load of food to a colony in trouble, minimum distance XXX k. (load for 1 - 3 trader brigs)

Option Three: You are expected to transfer a new governor with his household to destination port. (2 Gros Ventres full)

Option Four: Most secret papers which may doom an important person at court need to be delivered to destination port. (Trader Lynx, Cutter or Snow)

Option Five: A special envoy of the crown needs a ferry to destination port. (Trader Cutter, Lynx or Snow)

Option Six: Royal manufactory at port B needs special machinery from Europe for continuing production. You are supposed to bring it there. (Trader Brig)

Option Seven: Political unrest in the colony requires the urgent dispatch of a regiment of colonial infantry to maintain order. (1 - 2 Indiaman)

Option Eight: You bring a contingent of forced labor prisoners to their destination, port B as their exile. (1 - 2 Gros Ventres or 1 Indiaman)

Option Nine: New colonists and their equipment need transportation heading to port B. (2 - 3 Indiamen)

Option Ten: Admiralty sends a load of 50 edinorogs to port B for the much needed equipment of the local fort with new artillery. (Now this is desirable cargo, ain't it??) (Gros Ventre)

Add your own ideas...

--

Reward may differ from one mission content to another. Some (especially the edinorogs) will be of high interest for the enemy to capture and not sink, others just good for sinking. When important persons are transported, the idea to take them prisoner and ask ransom might be considerable (options three and five).

--

Someone here has the nerve to complain about spies reporting the scheduled transport to their nations.

Time ago I suggested counteractions against spies and it got turned down by commentators as well. Make up your mind, don't just nag.

However, the spy thing is what makes this mission type over a message board more interesting. Because convoy commander will try to set a less predictable course to avoid interceptors. Or they will use scouts to search the route in front of them. Or they will send a fake convoy first and let follow the real one, on another route. Again: use your imagination.

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Love all of this, it is aimed exactly at the "average" NA player and it gives a sense of "belonging" to a thing bigger than themselves, as commanders of a vessel.

Just let me tell something - a lot of player already use their imagination and do this daily with their friends ;)  - so the SOCIAL part is essential. No mechanics will ever be able to reach even close to what players can imagine together.

~S~

 

Just now, Fenris said:

Ahm what?

A little group of friends already will escort in your trade missions, guard your convoys, stick with you and defend you from raiders, etc. ( if they don't... *sigh*...)

The mechanic just replaces a important social part, but i agree that it meets the average need.

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On 8/22/2018 at 11:30 AM, Hethwill the Harmless said:

No mechanics will ever be able to reach even close to what players can imagine together.

You are wrong again. When a clan needs to escort quartermasters which have loaded 10 000 white oak, essential for any 1st rate port battle fleet, then you can have "social" part and an importance in one matter.

When a single trader just wants protection, because he wants to sell those idiotic trading goods we have in game in a "hostile" port,  because the mechanics in this undergoing game are not protecting him, THEN he needs a mechanic which he can use for his benefit. And a simple board, where he would be able to HIRE escort would do. If an independent player wants/needs an escort WITHOUT any  INGAME mechanic, he will never be able to :1. pay the escort,  and 2. FIND the escort.

All that @admin needs to figure out, is the AWARD for the escorts.

But no....His highness in a high castle, Mr. "i don`t need anything but a pickle in Shroud Cay" Hethwill, is still against it.

Go figure why we have 400 online.

Thanks to you, among many other reasons.

Edited by Fenris
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On 8/21/2018 at 12:41 PM, Hethwill the Harmless said:

That's where a "clan", "community", "band of brothers", comes in. Not "strangers".

They will escort you, they will rear guard you, they will fight so you get out.

I'd never burden my clan mates with hours of AFK sailing by having them follow my trade/transport ships around. (or waiting around for them on either end either)  Aint nobody got time for that shizzzz. 

 

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28 minutes ago, Barbancourt (rownd) said:

I'd never burden my clan mates with hours of AFK sailing by having them follow my trade/transport ships around. (or waiting around for them on either end either)  Aint nobody got time for that shizzzz. 

 

Absolutely and a choice to be respected same as a player asking a clan buddy to escort. That's a player choice not a mechanic.

How a mechanic that brings a stranger to escort you is better than asking a buddy to escort ? Ain't nobody got time that shizzzzz.... right ?

Same thing if you think about it.

 

 

 

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16 minutes ago, Hethwill the Harmless said:

 

How a mechanic that brings a stranger to escort you is better than asking a buddy to escort ? Ain't nobody got time that shizzzzz.... right ?

 

The OP proposed payment from the Admiralty in marks or something, which would work for anyone in your nation.  I'm just saying there's also a limit to what you can ask from your clannies.  But sufficient rewards would really have to come from the Admiralty to make it worthwhile to escort anything except the most valuable war resources (WO, Cartagena, Gritty Dick, etc). 

 

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Yes. Correct.

I simply noted the social aspect of multiplayer to be very rewarding and that no mechanics will ever replace it, but hey, that flak was as dense as my last sortie in Kuban. o7

Carry on. I'll make a suggestion to be awarded marks everytime I press sail, because... why not :)

 

 

 

 

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25 minutes ago, Hethwill the Harmless said:

Yes. Correct.

I simply noted the social aspect of multiplayer to be very rewarding and that no mechanics will ever replace it, but hey, that flak was as dense as my last sortie in Kuban. o7

Carry on. I'll make a suggestion to be awarded marks everytime I press sail, because... why not :)

 

 

 

 

 

 Having to set sail each time i think may be to much hassle,  can i suggest that we are just awarded them for logging in?   :)

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In that regard we no longer need battle rewards, you should just be happy with what you get and stop trying to incentivize things that players don't feel are worth doing completely on their own accord.

Who need new content anyway? If it doesn't exist or isn't viable right now then mechanics to promote said behaviors will cause no change. It's all moot, I'm not going to transport anyone around even if we both get rewards for doing so because that shiz isn't natural, yo.

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10 hours ago, Slim McSauce said:

It's not going to happen unless theirs incentives for both parties. You can't just expect these things to happen naturally when the game doesn't offer the tools to do so.

This is what suggestions are all about, to create the tools making "things to happen" which improve the game altogether (in the opinion of the suggester).

If I am reduced to talk only about things which are existing, I couldn't do any 'suggestions' at all...

Edited by Cetric de Cornusiac
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10 hours ago, Hethwill the Harmless said:

How a mechanic that brings a stranger to escort you is better than asking a buddy to escort

The trader can turn the 'stranger' down. I did not say he has to accept anyone. He makes a choice. Only if no volunteers show up except one, he may have to confide on this one. Think of it. Even new friendships can evolve from the adventure. Meet new people, embark on joint missions with them.

Edited by Cetric de Cornusiac
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12 hours ago, Hethwill the Harmless said:

@Fenris

Do not assume whatever I am thinking. Read exactly what is written.

No mechanic will ever replace social get along. That's a fact.

Thanks captain.

 

If you feel misunderstood, try to express yourself like all others here in forum, and not like a lawyer. Might help.

Game mechanics determine the behaviour in game, if there are no such "rules" and possibilities, game gets boring and chaotic. State of NA right now. That`s a fact.

You can "get social" without having something against a simple mechanic in game.

Try  not to torp any suggestion which is against your perception of this molested project.

Thanks captain.

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11 hours ago, Hethwill the Harmless said:

Absolutely and a choice to be respected same as a player asking a clan buddy to escort. That's a player choice not a mechanic.

How a mechanic that brings a stranger to escort you is better than asking a buddy to escort ? Ain't nobody got time that shizzzzz.... right ?

Same thing if you think about it.

 

 

 

Mechanic can offer a payment to a stranger. Simple.

You don`t like mechanic, ask your "buddy" to escort you.

What is your problem actually?

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