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trading route planning with fights where routes intersect


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Hey guys and gals,

 

 

I think it would be really awesome if we could make "timed" routes for trading and defending, each side plans their routes for each time lapse, and when there would theoretically be an encounter, we would have a battle. a cargo convoy can try to outrun the privateers.

 

in real time, there wouldn't be any time passing between encounters or successful trades, making it possible to make a huge voyage in a small amount of time.

 

Your vessel would be slower and less maneuverable depending on how much cargo you take (resulting in a bigger chance of encountering privateers), but you would get exponentially more gold for more cargo. A shorter route would also profit exponentially more than a long one.

Thirdly, there would be a maximum of 5 ships from each side per encounter.

 

It would be cool if it was possible to escort a loaded vessel, sharing the profit between cargo carrier and escorters, and when the privateers win, they get the profit once the cargo is delivered to their base or neutral trading post.

 

there would be one of these "time lapses" happening every ~ 30 minutes.

 

This system would be instanced; not in the open world. Quite like battlegrounds/pvp matches in other games.

It could be a good way to use the current game mode when the open-world side gets released.

 

 

Please leave suggestions and criticism in the thread.

 

I also made a reddit post, if you want, you can check it out(http://www.reddit.com/r/NavalAction/comments/2s608k/a_good_way_to_bring_the_current_game_mode_and/)

(it is exactly the same though)

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+1. Can make OP's suggested travel system cost labor to balance it vs well.. actual sailing which I hope will also be present.

Altho how do u prevent tjme travel then?

This system would be instanced; not in the open world. Quite like battlegrounds/pvp matches in other games.

It could be a good way to use the current game mode when the open-world side gets released.

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I must agree with sthorup, I dislike the idea of manufactured instances. Open world is for me. That is not to say we shouldn't have a "battle arena" for practicing and such but when it comes to real time cargo and goods I prefer the more natural approach of sailing the high seas and taking chances.

 

-Cannonball

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Ive thought about this a fair amount, as trade in the open world would be rather boring what with just waiting to arrive at your destination. I think if you look to the actual age of sail for inspiration you can find some great opportunities for game design that features a well modeled economy that serves a combat driven game.

For instance, you can have more 'fixed' demand trade routes, like sugar, slaves etc (though that would be a controversial addition). that pirates, privateers and frigate captains alike will be able to take advantage of, High profit = High risk. Then you have lower demand goods that will fluctuate based on regional needs, grain, military supplies etc. If you have a vaguely simulated war between European powers this would work nicely. The fixed routes would encourage group play, the lower demand lower player numbers. I can already see this could be open to exploitation, if say a lower demand route is profitable enough for a large group to run in relative safety. 

Essentially what i am getting at OP, is that what your describing should happen naturally on the open world based upon smart and nuanced economic modelling that feels authentic to the period. There are so many opportunities in this period for accessible game mechanics that immerse you in the game without feeling artificial, forced or heavy handed. While a dedicated scenario encounters mode is a good thing, it should be an organic thing in the open world. Yes scenarios are easy to develop, systems are harder, but they also improve longevity. 

Ill leave you with this, Your a Spanish trader heading back to Spain, your at war with England. There has been a large battle near Havana so you decide to stop near there to resupply the port with military supplies and soldiers. The Royal Navy players know this as well and so are dispatching lots of frigates to the area. On route you encounter Three of them! luckily three Spanish frigates from Havana have been shadowing them as well, and upon seeing you they move to engage the English frigates. If they delay them long enough, you can get the supplies to Havana for a huge sum, if you don't Havana will likely fall. If the open world encourages scenarios like that to play out, this game will have a player base for along time.

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