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Fuhajins of Autumn

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Landsmen

Landsmen (1/13)

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  1. Voting: 5 days/1 week. Alliance length: 3 weeks. 2 alliances max. I would like to have "neutral" (or opponent, rival) status instead of "enemy".
  2. Indeed if they have native voices for all nations i'll absolutely keep it on.
  3. I do hope there will be a toggle the voices on and off, i do not want to hear English language on my non-english deck.
  4. Yep i do not think getting rid of all chasers or giving them to anybody would be a good thing. Actually they give variety and sometimes incentive to pick "that ship" over another who have best stats...without the chasers. But i am all for the removal of them from a particular ship when balance is really needed. When such a ship for example become "way too much useful" because of them. I see one in my head... Wind strength would be a welcoming addition. As long as you do not implement null wind (please...no !).
  5. I am really pleased to read the Admin original post. Can't wait to see how this will come along ! I am happy to see that "no-port battle" great pvpers will be able to get in the system. This is not harsh, just common sense.
  6. Hello, my post right there is about the PVP server. (sorry my crap English). It is a good thing to take diplomacy and pirates play at great priority. As a customer i appreciate and can't wait for it ! Then i see people want more pve. This is not a problem at all itself, pve can be very interesting if well used (and if the AI is good...which is not currently). What i do not like is that the devs want to add pve things like epic event, etc. It is a good idea when the game approach completion, but at this point, i think they should work on linking some of the already existing pve environment to the pvp and diplomacy/war environment. Problem is actually, the relations between pve and pvp are non existent as pve is, indeed, static and void of any life. When i came into the game i was thinking: "oh lets take a small fast ship and raid some English traders to weaker their nation and avoid angry player patrol frigates while sailing to the 90°. Guess what, it did not happen because none of those elements are actually connected in any way. I was recently quickly thinking at some mechanics for this. Remember, before cutting my throat and dropping me in the sea that any proposed values of course can be tweaked to achieve some balance ! So this is it. In a situation where diplomacy stuff and pirates rework happened. This would somewhat partially or totally fix: - The lack of incentive to use small ships out of ganking or "just having fun attacking a lone player trader because of having fun". - The lack of use of frigates, patrol ships or interceptors to shut down these little raiders. - The lack of real pirates jobs. - The static and two sided feel of the game. PB and farming both not even connected. It would add: - More pve/pvp mission content other than go there, kill that lone AI, repeat. - A pirates mechanic. - A world where your pve action or pvp actions will influence your environment. To start with we need to have an unrest/prosperity status in all ports (out of capitol maybe). The unrest/prosperity ratio of the ports on a small island should be even more sensitive (fast to go up and down). Then we need some simple resources. Those resources will be produced/spawned in some ports and/or even imported by Europeans traders. All ports need some variety of goods in sufficient amount. Players can buy them and sell them to make a little money. - Basics goods (grain, beans (food), beer, oil, clothes, pottery, tools...(?) Basics goods when in sufficient amount in a city/port will keep the unrest of that port very low and will make the populace happy. Basics goods when insufficient in a port will start to raise the unrest and then lower the prosperity ratio of the port, making the people there unhappy. - Luxury goods (Coffee, Paper (?), Good tobacco, Paintings, Fine women dress...(?) Luxury goods when in sufficient amount in a city/port will not change the unrest of the port but will raise the prosperity (see this like a bonus) giving benefits. Luxury goods when in insufficient amount in a city/port wont change the unrest of the port but wont give any benefit. Luxury goods wont have any effect if the port have already a significant unrest level. Player wont be able to sell them very good if the city/port have unrest because the need of them will go down significantly. Now: All, yes everyone of them, AI traders in the game world need to be spawned from producing cities to dynamically delivery these goods to other ports. If a nation is allied or neutral with another, traders will go delivery luxury goods to that nation ports. If a nation break the alliance, neutrality, trade treaty or is at war with another nation. The AI traders will cease (stop, wont...) the delivery of goods between these two nations. If traders are sunk by pirates, corsairs or angry rivals nations. Their goods wont be delivered as they sank. Because AI traders will now be connected (yes!) to the game world instead of being statics items just there to be farmed for money and xp. So what happen then? There it is: If a city have unrest, their need to be a penalty (or reward for the aggressor). Since the devs want players to control greatly the economy, we can't directly apply the penalty to NPC resources producing at is wont be ever noticed. Instead i go for something that is very tied to the ports locations: - Happy city with no unrest and prosperity (filled with common goods, luxury goods, and no recent conquest/uprising). Cheaper taxes, slightly cheaper labour pay and slightly more labour hour per building for players. Slightly more AI trader spawns from this city/port. Slightly more goods production from this city/port. - Happy city with little or no unrest. Nothing will happen, it will be the default status. - City with unrest. The longer a city lack goods and the stronger they lack. The worse the unrest goes up. You are better to fix it before it goes out of control and pirates or enemy nation see a good occasion to establish their own control there. City with unrest will reduce the producing of goods dynamically up to nothing. City with unrest will reduce the spawn of traders dynamically up to nothing. City With unrest will have its contract taxes dynamically raising up. Players buildings in city with unrest will have their labour hours dynamically reduced up to nothing. Players buildings in city with unrest will have their labour pay raising up to very high amount (who want to work without money for the risk when cut-throat are killing and robbing people in front of the factory). To stop this madness players can directly resupply the city/port with needed goods. Of course players can also protect their water; and you know, that's not with a bunch of 3rd rates that you'll stop privateers to sink your trader cutters. Ah, yes, try to use some frigates or else. To stop this players will have juicy (reward) delivery missions available in the mission tab asking them to supply the city/port (xp and money). Yes, it is dangerous, but if your escorts/patrols do the job or you are smart, money will come plenty ! Players can have a mission (dynamic) from the mission tab that tell them to escort one of these dynamically spawned traders to the city/port (xp and money). The trader will be auto grouped with the player upon spawn(?). If the player cancel the group the mission is cancelled. If the player cancel the mission, the trader will ungroup. If an enemy nation initiate a PB and capture the port, martial law will be applied and the unrest wont be be shut down but rather its effect will be frozen. Also the port wont be able to produce anything NPC or player wise for a short period of time (martial law). A port full of unrest and madness wont support the defender during a PB. The more the unrest, the less players will receive any support up to nothing. Try to resupply at least the newly acquired city/port. Be careful of the revolt to not erupting again ! This mechanic does not aim to change or force a new PB mechanic, a nation can initiate a PB as usual. Pirates, lets say their mechanics are reworked, can try to establish a base and take over a city with great unrest because it will be unlocked for them. It is up to the nations to stop the pirates from taking advantage of the troubles in the area. Players can choose to "secure" their city/port with the army paying a consequent price and making the city/port unable to produce or spawn anything for a long (yes long) period of time (martial law and army brutality). All nations can have a limited amount of army intervention for a period of time to prevent the richer to just chain-shut-down all unrest. Even under martial law the unrest level wont move but instead its effects will be frozen unless you resupply the city/port. Be careful of it to not erupt again ! The last point is that a city/port with a great unrest for a very long period of time but no one to take over or stabilise the situation will become independent by itself and its unrest level will go down very slowly over time. Last additions: - Pirates ports should naturally produce LESS goods. But pirates should naturally (hum..) pick some to their neighbour and bring them home for a good price and a happy populace ! - If you control a far city without allies in the area, it will be of course harder and longer to supply it and protect its supply lanes. - If two nations are at war, contracts available in the mission tab should be given to make player have a bonus if they sink enemy traders (xp and money). - Someone who kill many traders AI or player maybe have a bounty, a mission then can appear for players to sink the pirate or the corsair ! The first to bring his head win the prize... - Fleet who are static and not linked to the environment should be completely deleted and instead, big (you wanted pve stuff...) convoys of traders (from cutter to gros ventre and more!) with strong escorts with them (up to 4rth rates? or even some line ships?) should be spawned dynamically (is this realistic?). Notes: I know some will say: "But all of this will be linked somewhat to pvp and then we can die !". Well as much as it is true that if players defend their trades lanes you can die, it is also true that the server is actually called PVP x. So i suggest your should ask the dev to rename it "mixed" so you wont be confused anymore when you choose a server. Or maybe you DID choose the wrong server? This was just a wild suggestion, please remember that everything can be tweaked or modified and that's not my job. So please do not raise these torches and fork toward me so fast. Have a good sailing and good hunt people ! PS: I am very sorry and i apologies for my crap English. It is not my home tongue. Just and idea...
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