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Diodo

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Posts posted by Diodo

  1. Assault flags were obviously removed because they were exploited in many ways; but this topic is not about the flag itself, it is about the concept of assault fleet.

    As of now port battles are staged by the server following the hostility mechanic; great system, at least in theory, that allows everyone to take part in the war effort.

    The problem comes when the port battle finally starts and players literally flush into it by logging right in front of the port denying the defender the ability to intercept the attack.

    This could be partially solved, or at least mitigated, by bringing back the concept of assault fleet: to join the port battle you must be part of the assault fleet which must be assembled in an appropriately selected national port. You would join the fleet like you join the port battles now: generated hostility gives you precedence, but then everyone is free to join. Bear in mind that this fleet is to have limited capacity exceeding not by much the port battle limit (like 30 for 25 pb).

    The assault fleet has now to sail from their safe (and theoretically hidden) assemble location towards the port battle position. An appropriate message might now be broadcasted to the server announcing the departure of such fleet and could even contain the region or the county of origin.

    Now the defenders are given the chance of intercepting the attacker and defeating the invasion attempt, bewaring of counter-screening attempts.

    Assuming that part of the fleet managed to start the port battle, a timer is started at the end of which additional reinforcements are allowed to join even if they don't belong to the assault fleet.

     

    This system will again increase OW activity related to port battles, requiring long journeys to attack ports far from national territories giving more importance to geographical positions and ownership while also giving some degrees of safety to central national territories that would require the assault fleet to sail trough hostile territory in order to attempt an invasion.

    At the same time it cannot be exploited like flags were because timing is still determined by hostility generation.

  2. 23 hours ago, Busterbloodvessel said:

     

    3.       To avoid or reduce Battle Camping : A player exiting a battle enters Open World at the Battle Map co-ordinates (not the original open world battle entry co-ordinates as at the moment). This will also allow a “BATTLE OVER” player to sail in any permissible direction for up to 10 mins. This will make battle camping more difficult.

     

    I like this, the enemy has no way of finding where it is if not to spread out his forces. But it needs to kick you out of battle after couple minutes of his end to avoid players sailing in a parallel universe where wind is fixed (even if time is not compressed like in OW).

    What i don't like is killing the battle screen, it has legit use if you for example have to urgently go afk after a long battle (like going to the toilet).

    We just need a way to avoid it being used has an hiding spot (not a simple task).

    Every thing that we come up to kill exploits and ends up damaging gameplay for others is not a worthy solution in my opinion.

    Giving the battle player a way to escape safely can help against revenge fleets, disabling events and tags after leaving battle helps against battle logging; but for hiders....i don't see how.

  3. I'm not sure how war supplies work, but i think you already have to deliver them to the enemy port.

    However i see that the point you're making about the flag mechanic is that you have to travel to the actual port battle location and not spawn there.

    A good solution could be to have some mechanic (user or automatic) that picks a national port where to assemble the fleet, which will contain the only ships able to enter and start the port battle. This fleet could be limited to like 30 ships, allowing the defenders to actively intercept and stop the attack.

    After some time from the start has passed reinforcements can then join the battle too considering that the defenders had their fair chance.

  4. 15 hours ago, Hodo said:

    The other problem with this idea is that people would just bring two fleet ships for extra crew. 

    If I have 800 men nothing stops me from taking my Connie out and a pair of Niagaras and as soon as a fight starts sending them off so I have 310 back up crew just sitting in the battle screen.

     

    Well that would be a legit strategy, i don't see the problem with it. And then you're left with 2 fleet ships that you'll potentially easily lose.

  5. I don't think it would kill pvp, it will just move it closer to the borders instead of having fleets right outside capitals (adding once again impprtance to territory).

    You would still have medkits, that would work as they're intended to, healing casualities after each battle to minimize crew losses.

    On top of that having to sail back with resuced crew, combined with the new comparative battle rating visualization, would be a great opportunity for players with smaller ships to try and take on a crippled, bigger enemy that happens to flee thought their hunting zone.

    I don't mind risking a ship to a good fight.

    This whole thing maybe just needs a bigger player base, as usual.

    • Like 1
  6. Right now if you hire some extra crew you can magically access it in the post battle screen and have it appear on the ship.

    Opposite to this medkits spawn fresh crew out of fish and rum.

    It would be more realistic in my opinion if crew was only accessible in national ports and medkits could only be used to restore portions of the lost crew.

     

    (I know that realistic is not always better for gameplay, but this would add a nice touch)

    • Like 1
  7. You should consider disabling captured ship teleport until a new system is avaible because as of now it is used as an exploit to teleport ships around the world.

    Disabling it you could even bring back smuggler fighting and green on green for pirates.

    Even having the option to sink a captured ship doesn't make any sense if you can simply send it away without any cost, even of crew. If you really want it you can take it to your fleet, crew it, and escort it back; or if you can't, you sink it.

    Having some sort of alternative “ship parking" (even temporary) would help if you capture something in the middle of a mission and you don't want to carry it around until you're done and ready to bring it back to your outpost.

    And this would even work nicely with single durability ships making it more dangerous to move around ships.

    • Like 2
  8. Free ports are being used more as bases for fleets than trading hubs; my suggestion is: use some sort of hostility system to allow a nation or alliance to blockade a free port.

     

    The blockaded port behaves like it belongs to the blockading nation but it still allows outpost operation and trading by smugglers.

     

    The only real difference: warships can't enter such port without breaking the blockade first. They still can leave, so it can be broken from inside if a force big enough is present.

     

    Blockade will of course be far easier to flip than port ownership resulting in it only working against ganking fleets near territorial waters. It will work much like port ownership itself, with or without timeout after establishment.

     

    Number of possible simultaneous blockades can be of course limited for balancing purposes.

     

     

  9. but we can not remove free ports

    because they exists in the rl

    Sure...but i'm quite sure they didn't let lineship fleets dock in to not disturb someone to the point where they would loose their freedom.

    For example, if someone gives shelter to my enemy right next my home, i'm going to wipe him out.

    Blockading trought pvp hostility seems a good compromise to me. You still have the free ports around where you can trade, but they're no more a base for ganking fleets to disturb capital waters without establishing forward bases by capturing territory.

    And of course you can still smuggle past the blockade with traders and the blockade itself it's a very volatile thing.

  10. Personally i would remove free ports and open outpost policies.

    This way territory matters more even for commerce, but at the same time losing a port where you own an outpost isn't too bad of a thing.

    Being able to leave and send ships around is really a thing that must be added to the game to simplify those who don't have the time to sail for hours in empty waters.

    An idea for free ports: give them hostility but instead of PB it gains a blockaded status that prevents enemy operations (it is kinda like owning it but it can change more quickly than a full capture).

    • Like 2
  11. comfortable.... but does seem more than a little bit odd receiving from  Admiralty sealed orders for 250-300BR ship.....you know , maintaining flavour should be important too.

     

     Having said that, in a future real UI a tooltip showing the expected BR to be found on the mission would be a nice addition.

     

    Yeah i was having the same thought, but if i have to alt-tab and go check the player levels, then the ships that you can crew... that's even more immersion breaking.

     

    That's an example of even more level based, I think the request here is for Missions of "300 BR Mission"

     

    No level requirements, no level explanation.  Purely based on Battle Rating of your ship/ships

     

    That was it.

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