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Skully

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Everything posted by Skully

  1. Haha, as wikipedia puts it very well: https://en.wikipedia.org/wiki/Privateer So this is to be expected.
  2. To alleviate the short 10 second timer I would add to Slamz's proposal: If a member of a group gets tagged, then the entire group within the outer circle gets dragged in. Groups fill up the instance first, then individuals, then AI. If a tagged group can not fit in the instance, it should not get dragged in. (Maybe battle should not even commence?)
  3. I'm voting "Some other system", not because I don't like the proposal, but because I think 15 seconds is already too short and you shortened it even more to 10 seconds. http://forum.game-labs.net/index.php?/topic/13263-propsed-new-open-world-battle-mechanics/?p=246915 So once again I will counter with the growing circle proposal: http://forum.game-labs.net/index.php?/topic/13263-propsed-new-open-world-battle-mechanics/?p=246890 As for invisie joiners: http://forum.game-labs.net/index.php?/topic/13167-short-announcement-on-the-15x-br-reinforcement-limit/?p=245635
  4. I'll start of with this reply, because this one is likely to be flagged. Your obsession with 10 seconds is presumptuous. If something is dead simple to implement in 10 seconds, I want to hear it from the devs themselves. So I consider this a non-argument from your part and it should be stricken from the proposal.
  5. I would really like to see clan banners and nation flags on OW. In battle the only signal I can think of that makes sense is a speed and depower signal that raises before the sails are done. It makes line formation sailing so much easier. Potentially you could also reflect the crew settings, but that would have no historical bearing.
  6. I agree and hence made the earlier assertion that these goals are subjective. We can not define a good PvP experience, just an unique one. The main problem I see with historical tailoring of the nations is player base. As you also assert we can not force players into certain nations, thus the balance will always be historically inaccurate. The currently implemented mechanic is: once a Pirate, always a Pirate. These is nothing that can refute that except changing the implementation. I must say, your idea satisfies the goals I have outlined as well. But what I've seen in the current implementation, it looks like there is a goal: Players should not lose assets if they are away more than x minutes.I'm in favor of upholding that goal. It'll be rage-quit all over if people lose assets during their downtime, out of actions that were beyond their influence. The locking of assets does a perfect job of providing them with a counter-action. The other aspect that is different and warrants discussion: do we allow Pirates to own ports, with all of its benefits of ship/structure building it provides? I like the raids thing, but the loot should be carefully limited. I think it should go up as a separate suggestion. Maybe even allowing all nations into it and have port raiding battles with 24 hour windows. (Hmm, I'm getting lots of ideas here... )
  7. Shrinking would lead to unwanted placement within the engagement.
  8. Leaving alts out of the discussion. If you want to join a nation with your time invested Real Admiral, be my guest. You'll have a lovely gaming experience not doing anything sensible in the nation itself.
  9. Good point, we need the option to cap back such a freeport. Nations can cap a pirate freeport. Lets for the moment keep existing freeports out of scope.If you want to become a clanless Brit after your vacation, welcome back sir.
  10. First, I'm not a Pirate, so I'm biased as hell. There have been many proposals already and I don't think this will be the final one. The goals I'm going to put down are highly subjective and I don't see yet how to structure them into better ones. Most likely this thread is going to serve more as potential ideas as opposed to an actual proposal. Goals: Provide unique and more challenging PvP gaming experience. Make Pirates a bit more historical accurate in the sense that being a true faction is hard, if not impossible. "Disable" the ever growing Pirate blob. Implementation: Make each Pirate clan a "faction" on its own. No more in-clan battles (and those abuses). Remove capital and admiralty from the Pirates. On becoming a Pirate you score a "Pirate rating" which is equal to twice the BR you attacked. This accumulates with each attack up to, say 720. "Pirate rating" goes down at 1/hour. Once your rating is at 0 you get the option in any freeport to join a nation. When a Pirate clan captures a town, it becomes a freeport. The alternative to #4 is making it a clan port. Maybe it needs to be an option for the clan that captures the port in the first place? Can Pirates build structures and ships? I would say yes. Given the above mechanics they will be hard pressed to get anything together.
  11. I think I like the 15 second join with the large circle. It just needs one addition: if you hit the circle you get dragged in at that position.Right now the popular ganking tactic is basically "overshooting" the target within the timer. A 15 second blockade wouldn't be too much to interfere with regular shipping and disable the "overshooting" tactic. The only disadvantage I can think of is that 15 seconds might be considered a short time. In that case maybe we could add "stances" like "neutral" and "hostile" to indicate whether we want to get dragged into large circles.
  12. Well, since you opened up this thread Babble, I will also re-post my proposal in here. http://forum.game-labs.net/index.php?/topic/13167-short-announcement-on-the-15x-br-reinforcement-limit/?view=findpost&p=245635 How about make the circle grow at a slow, but exponential rate, say 0.1 m/s2? After 2 minutes the circle would be growing at 11 knots, you can close the battle then. Then we can also get rid of the 1.5 rule. See the previous thread for more arguments. I thought about joining at distance, or joining after an elapsed time. Those things all suffer from 2 problems: Within the battle people are moving about, thus the actual battle position will no longer reflect the open world position. Having people drop in after a time will lead to problems. Moving people back or forth needs to take land into account or they would pop in on land. This is just a pain to implement in an objective manner. Hence the slowly growing circle. You simply know where you are going to spawn in and because of the growth you'll not be in the middle of the engagement. As for ports, you could argue that those folks do enter a queue for a time, say the same time the battle has been open. The port itself won't be moving. But I can not say how hard it would be to implement. If it can be implemented, I'm in favor.
  13. Today we intercepted the Danish fleet going for Port Morant. Quso was flag carrier. In the first intercept, the Danish fleet just popped out of battle while it was just booting up. Can someone from the Danish group give an explanation of how they did it and a dev back up that explanation? If no explanation is forthcoming, then clearly there is an abuse going on. http://images.akamai.steamusercontent.com/ugc/272841638773903806/F6282C2AE6CFBB768586278BFDED92DF0AABFE2C/
  14. AFAIK the goal for teleport home is a newbie getting back his bearings. It is satisfied by a teleport home without cargo. Anything else can bring in potential abuse. At some point you should not be needing teleports anymore.
  15. "Just Another British Alt" actually sat around until Vykorie was the only one within range of Brogsitter's battle screen gank. Afterwards Brogsitter stayed in battle screen and "Just Another British Alt" scouted out the route to Bonacca. Since we had that one already covered "Just Another British Alt" came back to scout wind and route to Bensalem. At that point Brogsitter came out and made his run with the captured Le Gross Ventre. Looks to me like Brogsitter is abusing alts.
  16. I like the idea of sending AI ships around. I also like the "Agent Smith" teleportation. To me it should all be around getting a good gaming experience for everybody in as little time as possible. So be gone teleportation timer and cargo teleportation. For the game to have strategy we should also get rid of ship teleportation, but I can see the point of needing a teleport home (without cargo) if you are utterly lost.
  17. Small amendment, the logoff timer should only start once the instance is going into closure. This is purely to keep a group of friends playing together.
  18. Here is the new ganking guide: Tag one or more ships with 1 or 2 of your own, so the instance gets created. Await until timer runs close to closure and watch defense fleet bugger around, sailing through the circle or whatever. Join in battle. There is an optional 2a, which is sail across the circle and join from that end. Just to make sure the gankee doesn't get out. This is especially a good tactic going with grey frigates against a couple of 1st/2nd/3rds. In that case the 1.5 will ensure nobody else gets in. Reason #1 of this change has now been totally refuted. I do think the circle of reinforcements is a good thing though, but it needs reworking. I'm thinking along the lines similar to Babble's proposal. http://forum.game-labs.net/index.php?/topic/13167-short-announcement-on-the-15x-br-reinforcement-limit/?p=241332 How about make the circle grow at a slow, but exponential rate, say 0.1 m/s2? After 2 minutes the circle would be growing at 11 knots, you can close the battle then. Then we can also get rid of the 1.5 rule. Lets tackle the arguments again: It looks like a non-argument, you can still create a 25v1 battle. If you sail alone or in small group on PvP, you are taking risks. Nothing wrong with that. Hehe, you could argue that sailing as a scout (which I do) thus finding more targets is being better organized. With the growing circle the main fleet would have to join up and invest time to get into engagement range. A late joiner will have to invest time. The "defender" should keep a lookout and maintain tactical awareness of any such reinforcements. Again the growing circle will work in his disadvantage. http://forum.game-labs.net/index.php?/topic/13399-battle-results-screen-limit/?p=245427 Most importantly, it will allow people to enter a form of battle, thus creating the gaming experience I hope we all want to see. I think I have tackled all bases, please let me know what you think.
  19. In essence this has made reinforcing a battle with big ships impossible. You can tackle a ganking fleet, but you can not poor enough ships into the defense to do anything about them. Effectively making them obsolete except for PB and allowing gankers to run around all day.
  20. I would rather say, start the 2 minute logoff timer on the battle result screen. If you don't go to open world, you get booted.
  21. Skully

    June 18th, 1756 Belize

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