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Zapranoth

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  1. MOG Nation [MOGN] currently has 10 members sailing for the USA on PvP2. Here's the link to our community page: MOG Nation Main contacts in game are: Zapnar Stormcrow Gamewiz Valentine Karrde Thanks! Zap
  2. I agree. Moving so many free ports causes us to re-think our resource buildings as well. So... realistically, most players will probably end up changing their production ports twice: Once with port changes and once with resource changes. Zap
  3. Nyurtle, With respect, I disagree. Balance has shifted, and I'm not sure leaders of the U.S. faction have come to grips with that. At risk is not only the vast amount of land we currently hold, but also the holdings of the Brits (which is currently under heavy attack). I think we should consider alliances with other nations to maintain a balance while reducing our footprint of held ports in the lower gulf. Zap
  4. Ok.... so as a relative new-comer to the server, here's my observation: The U.S. had numbers, and had most of the ports. Members left the U.S. to join the Pirate faction. Now that the Pirates have the numbers, they are gaining ports. Simple as that. Set aside the REASONS why one faction gained or lost numbers and concentrate on the RAMIFICATIONS it has proven. There is no game balance in conquest where numbers are concerned. This is what I'd prefer the devs concentrate on. If numbers are relatively even, then ALL nations have a decent ability to compete, and everyone on the server would have results based on sailing excellence rather than who has the biggest nation. To present an example of a working model, look at how Elder Scrolls Online handles the Cyrodiil conquest area. Factions are locked based on participating numbers to assure more of a balance. So having a campaign lasting may be a few weeks or a month would help balance immensely. This is Alpha... no need to throw around the hate, just concentrate on how best to fix the system for all nations. Zap
  5. This has merit, however, I would prefer that port captures were identified by clan rather than the individual. As such, then the votes would be in the hands of clan leaders rather than individuals. The reason I think the clans should be the voting entity is that the leaders of each already know what their agenda is, and who should be rewarded within their organizations rather than individuals potentially working at odds with their own clan leaders. We already have two tiers in this game, adding another tier may simply cause unwanted havoc. I do like the interesting layer of nationality playing a part in how clans interact within that nation... declaring wars, brokering alliances and peace... so adding another aspect of voting by individuals who happen to capture a port may run counter to a clarity you wish to achieve with this process. Zap
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