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Gungy

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Landsmen

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  1. Really, i'd like to see how, if you are in a large ship and the enemy sinks down wind/ Which is what they always seem to do. I struggle to get even close to the wreck, let alone close enough before it sinks. when im maybe 70m from the sinking ship and i cant get close enough to loot it before it sink it's kinda soul destroying. Yeah i could probably loot all day long in a cutter, but i want to fight larger ships. reduce chance in smaller ships a lot, and just make the loot window range scale with the ship size. let's be fair and make the range 2 or 3 times the ships length. i dont think that is unreasonable.
  2. no its over it been a sign of things to come... And its not that I want all loot always, but currently no loot ever isn't great. All i would like is a chance greater than it currently allows. something to make it more obvious loot exists would be great. and then a mechanic that makes getting loot more possible, hell id settle for increase in the range for the loot window to say 50m from the wreck instead of the current 10 it feels like. im not asking for it to be handed out like the old days. but making it almost impossible as it currently is, isn't great either.
  3. Not played in a while. last time i played it was part of the end battle report. Now i get no loot at all, the new control, leeway etc is making it impossible. I suggest a change is made, i.e. floating loot or a larger area to loot from around the ship that's sinking. currently the system is unworkable for the more casual player that doesn't play well with others no smaller ships to nip around looting for me. And before anybody says yeah but that is why you need friends etc etc. consider this, most new players will fall into this trap. 1. they will not know there is actually loot at all, unless well read and who reads these days 2. they are new and wont have any friends to help with looting, and they always rush to the bigger ships. 3. they always die/sink down wind, even the more experienced players can struggle to get the loot, what chance does a new player have. Oh i could probably go on for ages, but you get the idea. something needs to change to make it a little more user friendly. Just remember when a simulation starts to become more like a job than fun, it starts to lose players. the current loot system and simulation of leeway etc make this more frustrating than you could imagine for me and i consider myself a decent player. wouldn't like to think the impression it would give to new players. unless there is an improvement soon that gives players more than 90ish seconds and the need to be within 10m (maybe more but cant say for sure) of the wreck to loot it. I'm afraid i will be leaving again. Balance - realism vs players satisfaction. think of it like the force, there needs to be balance, currently simulation is too strong and the satisfaction is dying.
  4. But has those two nations in your example either lose or gain ports it will begin to balance out. A nation with 1 port can expand fast especially if they have high population. And any nation with low population and high numbers of ports will not be able to hold what they have so why would they even try to expand.
  5. Looking at the Map (US PVP server) recently I noted the Americans have pretty much steam rolled down the US coast. I say more power to them, crack on lads. However it did get me thinking what is to stop a nation with overwhelming numbers from just steam rolling the entire map. With that in Mind I propose the following two ideas to add longevity and intrigue to the tactical map. Port Capture Flags Change the cost of the flag in an extreme fashion to more clearly represent supply line cost. A simple and easily enabled method of doing this would be to base off the number of ports currently held. This would also have the opposite effect of reducing the initial cost for smaller Nations which should encourage their expansion. 1-10 ports, flag cost = 200,000 11-20 ports, flag cost = 500,000 21-30 ports, flag cost = 800,000 31-40 ports, flag cost = 1000,000 41-50 ports, flag cost = 1,500,000 This approach would have three effects. More cohesion and tactical thought on which ports to attack. Prevent rapid expansion of larger population nations. Ports being flipped for no strategic reason Which brings me nicely to the second Idea. National Alliances Allow the nations for a Levy to form alliances, this would allow the smaller nations to seek assistance from more powerful nations. However there would be a cost to the nation that initiates the request. The levy would be based off the perceived power of the nation assistance is being requested from. This would have a very similar cost as the flag costs based on the requested nations ports numbers. These alliances would last a specific amount of time and would need to be renewed at the end of the period, or they end. Prolonged alliances would become cheaper by a % each renewal period, let's say 5% for now. So if the Dutch for example requested an Alliance with the Royal Navy. They would need to pay (purely example) 800,000, but the following renewal period that would be reduced to 720,000 so on and so forth till it reaches a maximum discount of say 60% of the original fee. The Alliance itself would be a 3 way in game vote. The nation wanting the alliance would first have a popup window with a simple yes no button asking all players if they want to ally with X nation. this lasts one week at log in till it expires. the next vote would be to agree to pay X to the nation. and the 3rd vote would be from the requested nation to accept the alliance once the cost has been reached. Once the Alliance has passed the vote they will have one week to build the funds to make the payment to the nation they want to ally with. This could be achieved by direct donation to the admiralty or sending captured ships to the admiralty till sufficient funds are available. There would be nothing stopping a nation from building funds before a vote. The allied nations would have the following benefits. They have the same protection as ships in the same nation (you attack an ally you go pirate) You will be able to dock at each nations ports and trade, but will not be able to buy Outposts. You can join each nations battles and port attacks, the port changes to the nation that used the flag. (rewards distributed as usually to all participants) A Nation can only enter into ONE alliance, to prevent one overly powerful nation from recruiting all the smaller nations to stomp on their highest threat rival. Admiralty Donations (Influence) These will allow a small amount of influence to be given to the person who makes the donation, if they are in a clan/fleet it goes to them. There must be a certain amount of influence accrued with the admiralty before a Flag may be bought. Influence may be donated to the purchase of a flag by clan/fleets/individuals till the fresh hold is reached. Or alternatively a clan/fleet and hold onto their influence till they have enough to launch their own. This area I haven't really give as much thought to as the previous two. However I hope any one reading this can see what I am aiming at and how it would add more intrigue and strategy to be considered over the current mechanic of just steam rolling everything in your path.
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