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woodenfish

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Posts posted by woodenfish

  1. I think the idea of pvp reward being based on the difference in levels between the two captains has some merit.

    I think now that some lower rank players probably don't engage in pvp because you have no way of knowing what you are going to be up against until it's already too late. All you would have to do it add the rank to the ship info, so a click on a ship would reveal ENEMY REAR ADMIRAL or ENEMY COMMODORE, etc.

    If you took on someone of your own rank you'de get the pvp reward as now, less if you took on a lower rank and more if you took on a higher rank.

    People will say you can exploit this with alts, but if it's an alt you already know what the rank is, so you could already do it and if the system was so no-one could hide behind the excuse of not knowing the rank of a player if they are engaged in seal clubbing.

     

  2. I have 2 alts I've ground all three of my charachters to level 50 crafters and rear admirals way back when you didn't get any help to do it (No instant M&C for doing a tutorial). Yes I've had a benefit of having extra warehouse space, outpost slots and buildings, but then equally I've paid the moeny and put the effort in on each account (They all have 1000's of hours in the game).

    What is so wrong with that?

  3. 1. Yes docks are global, it doesn't matter where you are or where you expand them, you always have same amount of them

    2. If I understand it correctly no. You don't get dock space with a new outpost. The limit is based on how many you have paid for - so 17 in your case regardless of how many outposts you have.

    3. No - this releases a slot

    4. You have to go to the port where you sold it and go to the ships tab in the shop to get your money if I remember rightly. (It's a while since I sold a ship, mostly I just give them to clanmates...or end up sinking in them :( )

    5. You have to have one empty dockspace to teleport (For the ship you were in when you tried to teleport. If you have 17 ships and 17 docks, then you have no free space.

    6. See answer to 5 above, you can sail out because you are removing 1 ship from the dock, therefore they are not full. If you try to telport your docks are full with 17 ships

  4. 7 hours ago, admin said:

    The problem with the flag is the abuse that is impossible to solve. 
    You can either

    • deny the port battle by purchasing the flag and keeping it if flags are exclusive
    • deny the port battle by placing the flag first if flags are not exclusive
       

    Long hostility is sometimes not fun especially if no-one comes to defend, but it serves the purpose: to give defender at least some chance to react. The goal is to not have more port battles but to have more full port battles.

    Hostility generation will become a bit more bearable once we improve the PB rewards (already in test builds) by 1) dropping a rare item during port battles 2)giving capturable ports a better crafting bonus. 
     

    If flags are exclusive then you could publicise who bought the flag (user/clan) that way if the flag is purchased to deny another a port battle then everyone knows who it is - flushes out alts being abused - and if it keeps happening they you could have a tribunal case resulting in a flag purchase ban for a period of time.

  5. Let me begin by saying this post is not a reaction to what's been going on on pvp global. Within my clan, and within the game, we've been thinking about what the role of pirates should be for some time, both to make the game more interesting for everyone and also to make being a pirate more interesting as an option.

    Lets get the screams of no from the current pirates out of the way first:

    • Pirates should not be able to capture ports.
    • Pirates should not be able to build anything above a pirate frigate and it should be insanely difficult for them to own/run anything above a 3rd rate. In fact I'm not even sure if they should be able to own anything above a 3rd rate.

    Why? Because pirates never rocked up in Victory's - they never had the resources to build/maintain such ships, that required a national effort.

    So what should pirates get to make up for these restriction?

    • They should be able to make ports in places where other people can't, maybe in 6-10 locations around the map. They can build an outpost and move their ships for free once a week via TP. That would allow them to suddenly appear in an area and cause trouble. The nation force in that area would have to deal with it. If they did, the pirates could melt away again.
    • They should be able to raid ports, allowing them to raid all the resources they can carry - up to a maximum of 50% of the resources of each player in the port (They see just the totals of each resource and then it gets removed from players resources on a percentage basis). Each port can be hit once a week. That would force nations/clans to look after their hubs. 
    • They should be able to be hired by nations to do thier dirty work - temporarliy sailing under the flag of that nation whilst fulfilling missions for them.
    • They get to fight outlaw battles with each other.

     

    I think this would make pirates an interesting option and something different instead of how they are now, which is a nation with additional benefits. Currently everyone should play pirates in order to have a level playing field. All other nations are at a disadvantage.

    • Like 2
  6. 8 hours ago, Prater said:

    Not true, it is possible.

    
    MaxSpeed * SpeedToWind / 13.03
    
    

    Tested on Lynx and Victory, works.

    I assume this is how @balticsailor does it here:  https://plot.ly/~jodgi/7.embed

    speeds at pos.  mods and wood not included, though, I haven't looked into adding wood and mods to the formula I gave above.  I assume it is possible if you look at the api long enough.

     

    Example:

    
    Lynx
    "MaxSpeed":184.694412231445
    "SpeedToWind":[0.532278835773468,0.646284937858582,0.734185039997101,0.760524809360504,0.812957763671875,0.93157172203064,1.00052952766418,0.927837312221527,0.925526201725006,0.996561944484711,0.838097333908081,0.53007984161377,-0.0525373816490173]
    

    184.694412231445 * 1.00052952766418 / 13.03 = speed 90 degrees to the wind.  14.18 knots
    184.694412231445 * 0.996561944484711 / 13.03 = speed 45 degrees to the wind.  14.12 knots
    184.694412231445 * 0.53007984161377 = speed 15 degrees to the wind. 7.51 knots

    p.s. answer to  @Knobby's question

     

    You know what this means right?  speed * wood modifier * upgrade modifier * skill modifier x 2 = open world speed (or just go onto open world and get your max speed).  Enter starting x,y, end x,y, enter starting wind in degrees, enter max ow speed, select ship type, get a pretty accurate way to calculate straight line time to arrival.

    edit2:  playing around https://namap.neocities.org/interactiveMap.html

    Why divide by 13.03? Where does that come from?

  7. 3 minutes ago, Sir Texas Sir said:

    They where using broken mechanics to split our fleet and not fight us.  When you show up in screening ships of store bought ships, navy brigs for Line Ship battles and every thing is speed fit you are not there to fight.  A real fleet would just sail past them or through them and into the port to take it than. This was called griefing.    IF they truly wanted to fight us they would have a full 25 ships out side and not just tag and run.  They would fight us and we would skip the Port battle and have OW fun in some good old PvP.  As soon as the Devs fix the BR mechanics we roll up in a group of 25 using the new Fleet and no screeners to be found.  Not a single person in battle either. Well a few good chaps that stick around and had some fun, but none of the ones on here you hear complaining about mechanics and exploits.   Both port battles we have had with actually numbers we have been out number and beat then with almost zero to little lost.   SO that tell you they are using mechanics to keep us out of a fight they don't expect to win.   

    If they where so much about fair fights than they wouldn't be using 75 ships to screen a small nation out of a port battle and than not show up as soon as game mechanics are fix where they have to use proper screening ships.  Again we have said over and over we would fight them out side if they brought proper ships and would fight us straight up.

    Last night we had a full 25 port battle fleet and finally almost a full 25 screening fleet that showed up before us.  They got  a bit of a fight on the way to the port battle, but guess what didn't show?   And this was a 4th rate battle during server prime time as we wanted them to have no excuse why not to show up.

    It's not our fault there nation can't work with each other at this time in get things organized.

    So you are saying the only way to fight a war is to fight every battle in order?

  8. So Duncan, you are saying if you have a defensive PB agains a nation you have to turn up 30 mins before to screen. But EVERY OTHER NATION has to turn up at least 2 hours before to find the battle you've hidden in. It's not the fact that you do it that pisses everyone off, it's the fact that ONLY pirates can do it. That is why it is an exploit, because you are using a mechanic that no one else has for something it was never designed to be used for.

    I think Pirates should not be a nation. I think they should not have the ability to build any big ships and that they should not be able to take ports. They should be compensated for this by being able to set up ports in places on the map that no nation can - they should be able to move these periodically so that no one really knows where they are, but if they are discovered and fought off, they can run and re-group. That would, in my opinion be a better role for pirates, rather than a nation that can do everything a nation can plus extra things the rest of us can't.

  9. 13 hours ago, Daguse said:

    So why not pvp? Why not hunt the defending fleet? It would generate more hostility... 

    If you are worded about losing the PvP and the points, I understand. Maybe lop side the hostility generated by pvp. Something along the lines of the defending fleet loses 2/3s what the attacking fleet does. So it would become a lot more beneficial for the defending fleet to pvp. 

     

    But you can't defend in 5 places simultanoeuusly a 2-3am in the morning when 150 players total are on the server and you have no way of knowing before hand that people are coming to that area, because the hostility is 0

  10. War supplies should only reduce hositlity NOT generating it. This machanic is so obviously broken. We now have 7 PBs queued up for exactly the same time. Fair play that they got organised enough to make that happen and got all the supplies together, but come on how could the opposing side have reacted to this? What will happen when they war bomb every region of a nation to create simultaneuos PBs? It's just so obviously broken. Please devs do something about this NOW!!! I love this game and am on almost every day. but I'm now wondering if I can be bothered.

  11. So it seems to me that the current Port Battle mechanics are not really working the way players would like. It's too easy to set a Port Battle up by means that are very hard to counteract (the war supplies bomb - sending hostility from 0 to 100 in one instant). Once a battle is set up the attacking force log out in front of the battle, logging back in once it begins thus rendering screening fleets useless and denying the hoped for pvp. Also only one port battle flips a whole region. This seems too easy to me.

    So here is my idea:

    Each nation has to gain 25% hostility against another nation via pvp. This pvp can happen anywhere on the map.

    The hositiliy will degrade, but must be kept at or above 25% in order to be able to start raising hostility in a region by other means (missions, war supplies etc).

    If nations try to avoid pvp by simply hiding in port, the amount of pvp that is needed to get hostility to 25% adjusts accordingly each hour. The amount only goes back up when the hiding nation starts pvping again - i.e. they attack first. The rest of the mechanics stay as they are now.

    Once hostility is raised to 100% the resulting port battle will randomly appear in any one of the ports in the region. This will only be made know 10 minutes before the port battle to promote pvp in the port battle area as everyone tries to get to the location.

    If the port is won by the attackers the next port battle in the region is set up for the next day at the same time. The attacking side must win a majority of the ports in a region in order to take it. The defending side must defend back to 0 taken ports in order to defend the region and reset the hostility as now happens. The attacking side/alliance may enter any port they have taken and it's forts will work for them.

    I'm sure people will shoot down any obvious faults in this, but I just want to make a positive suggestions to the devs rather than just compaining that it currently doesn't work.

    • Like 2
  12. Can anyone explain to me how to calculate the price that someone would recieve for lets say Iron ore in a consuming port which is currently empty, (i.e. the price does not show up in the shop data). I assume it will be in the item description, but none of the prices listed there make any sense to me...

     

    {
        "__type": "MegaChaka.Services.Items.ResourceTemplate, MegaChaka",
        "Name": "Iron Ore",
        "Id": 29,
        "PreventTeleport": true,
        "DropChanceReductionPerItem": 0,
        "MaxStack": 10000,
        "ItemWeight": 1,
        "BasePrice": 23,
        "SellPrice": {
          "x": 0.5,
          "y": 0.5
        },
        "BuyPrice": {
          "x": 1,
          "y": 1
        },
        "PriceReductionAmount": 25000,
        "ConsumedScale": 3,
        "NonConsumedScale": 1,
        "PriceTierQuantity": 2500,
        "MaxQuantity": 2500,
        "SortingGroup": "Resource.Resources",
        "SellableInShop": true,
        "CanBeSoldToShop": true,
        "ResetStockOnServerStart": false,
        "SellPriceCoefficient": 0.5,
        "ItemType": "Resource",
        "MongoID": "29",
        "InitialAmount": 1,
        "ProductionScale": 1.44,
        "ConsumptionScale": 3.6,
        "SpawnChance": 1,
        "AutoFillCoefficient": 999999,
        "ProducedByNation": -1,
        "ConsumedByNation": -1,
        "ProducedInCapitals": true,
        "ProducedInTowns": true,
        "ConsumedInCapitals": true,
        "ConsumedInTowns": true,
        "ShowInContractsSelector": true,
        "DeliveryOrderOptions": {
          "Valid": true,
          "StockSizeCraftExperience": 0,
          "StockSize": 1000
        },
        "PortPrices": {
          "Valid": true,
          "Produced": {
            "SellPrice": {
              "Min": 10,
              "Max": 13
            },
            "BuyPrice": {
              "Min": 21,
              "Max": 25
            }
          },
          "Consumed": {
            "SellPrice": {
              "Min": 41,
              "Max": 51
            },
            "BuyPrice": {
              "Min": 62,
              "Max": 76
            }
          },
          "Regular": {
            "SellPrice": {
              "Min": 25,
              "Max": 30
            },
            "BuyPrice": {
              "Min": 33,
              "Max": 40
            }
          },
          "FullStackAmount": 27500,
          "FullStack": {
            "SellPrice": {
              "Min": 0,
              "Max": 0
            },
            "BuyPrice": {
              "Min": 7,
              "Max": 8
            }
          },
          "RandomPct": 0.1,
          "RangePct": 0.5
        }
      },
     
    trtc_sig.png
    • Like 1
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