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Michiel QPO

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  1. This system has a lot of potential and is a solid bases for much the needed diplomatic mechanics in the game. I personally find it a refreshing and original concept to start testing. As I read: Voting system is based on the simplest and oldest mechanic of all. Owning land. If you own land you can vote – you are the landlord – or simply lord If you don’t own land you can exhibit heroic feats – then you can become a lord and get land by lets say winning a lot in PVP If you don’t have heroic feats you can marry into the Lordship by buying a special item I feel that a lot of power will be put to those who participate in PvP. While I would never oppose the most logical way to go is to have the pvp community decide who they want to go to town on, I do feel that perhaps many of the crafters, traders, and trader hunters will be left with secondary or tertiary priority whilst they spend most of their time providing the much needed resources and ships for the nations pvp ship demands. If you don’t have heroic feats you can marry into the Lordship by buying a special item - What special item and can multiple be bought in order to increase land? Also is the intend to make this balanced compared to the other 2 options or is it going to be a steep price?
  2. If it only affects and punishes 1 dura ships, where then is the purpose of boarding an enemy player sailing a ship anything other then a 1/2 dura SOL?
  3. In my humble opinion that is only as easy as you make it sound when the nearest port actually still has crew to use for refill.
  4. To me these changes appear to result into just an additional time sink in a game that is currently already catering towards hardcore play. The more you complicate matters in terms of time consuming activities the more you will end up with a small hardcore playerbase that actually has enough hours in a day to spend online Why not try to balance things in a more casual way? If an abundance of SOL’s is an issue then simply make crafting them more expensive/time consuming. Additionally invoke a penalty based on the rate/crew size of a ship. The more crew a ship has, the bigger the penalty on your reward at the end of a mission/battle. You can eventually do the same with the officer mechanics with relation to how many you have on your ship and how big their bonuses are. With reference to balancing of nations, why not let an AI diplomacy decide who you go to war with ? Any nation becoming too large gets hammered because the AI tells every other nation to go out clubbing the big one.
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