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Cpt Blackthorne

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Everything posted by Cpt Blackthorne

  1. I'm not certain I approve of this feudal system of automatic promotion, as this would incite civil war or at least unrest when multiple people horde-buy flags, preventing other people from conquering other ports. I do suggest that all people have a vote, but that maybe this person owning the most land would possibly have more vote points? I don't want to be consider a spammer by posting my entire idea that would fit into this model quite well, so I will post the link to it. My example applies to the general populace and defines their actions against other nations and shows a sort of consequence for themselves and the nation as a whole for any of the player's actions in OW. http://forum.game-labs.net/index.php?/topic/14337-international-politics-relations-in-game/
  2. I believe all votes should count. However, in your idea, I do not believe "Business Only" people should vote if they are crafting, building, etc all things and simply selling it to the enemy. Maybe in each Free Port, there should be an option to Sell To Open Market, or Sell to Nation Only. And then any item at all sold the the Open Market would not provide any "Points" for that "Business Only" person to vote. And conversely, he would gain points for selling to Nation Only.
  3. All I'd need is the Menu List across the top to lead to a new background image related to itself. And add to the menu list Diplomacy, where my Diplomatic Relation ideas would be located. However, ideally it would be great to have a 3rd person view character we control walking around to these different places, much like the new game Mount & Blade 2 has when entering into cities and walking around.
  4. This is a suggestion for In-Game International Politics. I haven't seen a specific topic on the idea of how it should work in the game (not on a forum). 1. Set up initial Relation Levels to 100% for each Nation-to-Nation, and for each Player-to-Nation, and for each Clan-to-Nation, and for each Clan-to-Clan. 2. Allow Clan Leader to set his Clan's Relation Level toward all Nations and other Clans. This would be displayed in Clan Info at the chat window for the rest of the Clan to view. 3. Any member of a Nation can propose a National Vote in game to Declare War against any Nation. This would be voted on by all members of a nation and the vote would last for only 3 days. Once time runs out on the vote, the majority wins and it is Announced in game the same way Port Battles are Announced. (maybe announce to only the nation that proposed war.) These proposed Votes should be limited for each player to only 1 a week to prevent spamming. 4. All Relation Level information should be visible in game and possible color-coded, in perhaps this manner (or any other color scheme): Nation / Clan 100%-75% White for Allied / Neutral 74%-50% Green for Friendly 49%-25% Orange for Hostile 24%-0% Red for Enemy 5. All of this should be visible on a Diplomacy Screen in game. General Rules / Guidelines for changes to Relation Levels during certain actions: 1. Any Player attacking a NPC from another Nation will lose a relation percentage toward that Nation...say 5% Player-to-Nation decrease. (Attacked Traders will decrease relations by even more 7% because they're defenseless) *** This will also lower the Player's Entire Nation's percentage toward the Attacked Nation by a tiny amount...say 1% Nation-to-Nation decrease. (Trader attacks would cause a 2% decrease because they're defenseless) 2. Any Player attacking a Player from another Nation will greatly lose relation percentage toward that Nation (and that Clan)...say 10% Player-to-Nation and Player-to-Clan decrease. *** This will also lower the Player's Clan and Nation percentage toward the Attacked Nation and the Attacked Clan by a slightly higher than tiny percentage....say 10% Player-to-Nation and Clan-to-Nation and Clan-to-Clan decrease. *** As above, this will also lower the Player's Entire Nation's percentage toward the Attacked Nation by a tiny amount...say 1% Nation-to-Nation decrease. (Trader attacks would cause a 2% decrease because they're defenseless) 3. Any Player attacking a player of same Nation would lose a slightly greater percentage toward own Nation Relations....say 10%. This would require a player to attack their own Nation multiple times before becoming Pirate...that would be 10 times at 10%. (could be only 4 times at 25%) Below are scenario ideas that display the relation loss in certain events based on rules above. Scenario Players: BritPlayer - not in a clan [bRIT]ClanPlayer - in clan BRIT NPC - Non Player Controlled AI Trader - Any NPC trader and any Players set on Contraband USAPlayer - not in a clan [uSA]ClanPlayer - in clan USA Scenario of attack when all relation levels are at 100%: 1. BritPlayer attacks NPC or USAPlayer of USA. Relation changes toward: USA Nation 95%. (Once at 0%, possibly even NPCs would attack BritPlayer) Own GB Nation 98% (Assuming the relation level between GB and USA is 100% it would lower by 2% of what the relation level between the two Nations used to be. So if British to USA was at 100%, then BritPlayer's relation to GB would lower to 98%. If GB to USA was at 60%, then BritPlayers relation to own GB Nation would be 98.8%.) GB Nation to USA Nation 99% *****Entire GB Nation's relation level toward USA Nation decreases by 1% to 99%. (just for visual aspects, because it should be a much lower percentage based on how many players each nation has) 2. BritPlayer attacks Trader of USA Relation changes toward: USA Nation 93%. Own GB Nation 97% (-3% penalty based on if GB to USA was 100 % because it was a defenseless Trader) *****Entire GB Nation's relation level toward USA Nation decreases by 2% to 98%. 3. [bRIT]ClanPlayer attacks NPC of USA Relation changes toward: USA Nation 95%. Own GB Nation 98%. BRIT Clan 99% (-1% penalty for not obeying Clan Commander's Nation Relation orders) *****Entire British Nation's relation level toward USA Nation decreases by 1%. *****BRIT Clan's relation toward USA Nation decreases by 5%. (Would show change in Clan Info where the Clan Commander sets Nation Relation Levels) 4. [bRIT]ClanPlayer attacks Trader of USA Relation changes toward: USA Nation 93%. Own GB Nation 97%. BRIT Clan 98% (-2% penalty for not obeying Clan Commander's relation orders toward USA Nation and it being a defenseless Trader) *****Entire GB Nation's relation level toward USA Nation decreases by 2% to 98% because it was a defenseless Trader. *****[bRIT] Clan's relation toward USA Nation decreases by 10%. 5. [bRIT]ClanPlayer attacks [uSA]ClanPlayer Relation changes toward: USA Nation 95%. Own GB Nation 98%. BRIT Clan 98% [uSA] Clan 80%. *****Entire British Nation's relation level toward USA Nation decreases by 2% to 98%. *****BRIT Clan's relation toward USA Nation decreases by 10%. *****[bRIT] Clan's relation toward [uSA] Clan decreases by 20%. If this at all seems interesting, or even completely idiotic, please comment. All I know is that Political / Diplomatic information should definitely appear in game on some Diplomacy screen, and that ever player's actions should cause some kind of relation change between nations.
  5. I love this idea, so long as certain resources would have a finite amount, such as coal, gold, other non-renewable resources. The renewable resources, such as trees and cotton should be as such, a renewable percentage each day or week or even on a seasonal basis...? Perhaps, or perhaps not if a limited non-renewable / unlimited renewable resource system was implemented.
  6. Interesting..so no loss of dura to either player. Just a duel for fun...or honor.
  7. Interesting ideas put together. In the red enemy waters when it says "This area protected by..." It could be unlimited retags by the nation that own those waters. However, in open / neutral waters, perhaps it could be a time space between tags, say 5 to 10 minutes.
  8. I like the number of ports. Each are meaningful. However, I believe Capitals should have either all resources needed to sustain itself, or at least be able to be rebuilt if wiped out, or each Capital should actually consist of 2 neighboring ports that also cannot be capture, so that nations can sustain or rebuild.
  9. Kanay, I like the idea, however it would just be easier to set a color scheme to each wood type in the game. About personalizing of colors, I simply like it to be a select color scale...maybe only deep colors of the times. Simply exclude the wild brights, neons and pastels. These ships are our only characters images. Every game today allows for amazingly detailed customization. For us not to customize our only in-game image is a bit behind the times. I expect it will come soon if people pay attention to the Vote threads...
  10. Hold on a minute....you and your clan AND ts buddies sit around and battle result spawn cap?????? AAAANNNNDDDDD you sit there for 2 hours doing so??? OH MY WORD! Hell, even sitting around waiting for the 10 minutes you suggest is a waste of time. I believe you are not making use of your time. In 2 hours, you could be hitting 4 ports. Hell you could've sailed from Bermuda to Columbia and found a million more battles. Hell you could've sailed to China AND BACK and found more battles. Battle result hiders....or 2 hour time-wasting spawn cappers....hhrrrmmm, let me think......NO, the devs have it right on this. Stop gangbanging traders or loners or those who just left an hour long port battle and need a break without being dragged into yet another battle by some fools who have nothing better to do than to sit around for 2 hours or more and then complain that the game is broken and no fun.....WOW
  11. indeed...that was the only way i could make it even. but i had to hold it forever cuz i coulndnt drag it close enough to what i wanted. ty tho
  12. Please make it so we can type in exact numbers in all slider bar locations. Picture is an example of the Clan Warehouse Gold Deposit. TY Oh and maybe do something about the BR unfairness in Flag Cpt missions? heh
  13. And sometimes when there is no party, we'll make one happen. Great job to the 6 man team making a late night party TOTC, ASA, USS, NPG, and others. Tip of the hat to the mad capper Tyrant for throwing the BR in our favor at the end.
  14. Use F1-F4 keys. These will toggle the decks. Places a red X on which decks you've turned off. F5, of course, turns of the entire section.
  15. Our very own Cpt Anthony getting in on the PB capture action. Much thanks to MHS, NPG, others, and a late show by Nyurtle's WATCH who dragged the battle out away from the towers!
  16. This thread hasn't been updated in awhile, hoping it will be. Clan: [TOTC] Total Oblivion Trading Co. Nation: USA Server: PvP 2 USA Time Zone: EST evenings Officers: Cpt Blackthorne, Peiper, Cpt Anthony Multi-Game Clan Forum: http://totaloblivion.clanwebsite.com/ (registration required for full view) Game Labs Post: http://forum.game-labs.net/index.php?/topic/13408-totc/ Steam Clan Page: http://steamcommunity.com/groups/TOTC-NA
  17. TOTC goes wherever the party is. We are willing to help on either side of the map. Come get in on the fun with Total Oblivion!
  18. I love the addition of a clan Warehouse! I would also love to see a clan Dockyard, Where we can store a certain number of ships for our clan to use at any time. We of course would pay to build it and to upgrade it to increase the number of ships we can dock there. (And then in the future, this would be an AWESOME visual GUI when at port...)
  19. 1. Once you add the ability to "follow" when in group sailing , I'd love the ability to click on a NPC for an "escort" option. Meaning they will escort us. 2. And the ability to group with ppl from other nations. Would be very handy for missions and also for alliances when attacking in OW. (Which brings me to a question I had earlier. Can multiple nations buy multiple flags for the same port? And can multiple nations join in a battle against the same port during that port battle? I.e. say allied Brits and USA want to attack the same Pirate port together at the same time in the same battle.) 3. OW spyglass is great, but we still have to click ships to get info, which in turn "tags" them making an alert. I'd like OW flags on ships, even with clan flags, so we don't have to inadvertently alert enemy. And on this OW spyglass, I'd also like to click on ports for info thru the spyglass. 4. Would also like seeing flags on ports in OW thru spyglass...would be a nice touch. 5. In battle flags the indicate damage percentage left that can be see from a distance via spyglass. Say a green flag = 100% health, Yellow = 75%, Orange = 50%, Red = 25%...nice little indicator flags letting us know who needs help most.
  20. The WoT emblems were supposed to give crew skill bonuses, yet they never implemented it. Our clan uses them as squad identifiers, but had no real purpose in game other than as markers. Here, it'd just be nice to have our personalized flags flying, such as my badazz profile pic
  21. TOTC is Lord Protector of The Ganja...La Guanaja...thanks to the help of NPG. Woot. heh
  22. We are now primarily PvP 2 USA and based out of Key West. Contact Cpt Blackthorne, Peiper, or Cpt Anthony in game for more information.
  23. I'd seriously like to see Port Battle announcements show up in our History menu
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