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stormridersp

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Everything posted by stormridersp

  1. Thatd be a decisive victory already, with far more combat action that current system, isn´t?
  2. My suggestions are updated in the OP as people provide new ideas. Currently they are: 1- Remove the silly king of the hill mechanics, that is, to race towards a marked area and stay there until winning points are reached, even if that means that no shots are fired. 2- Points are calculated by ship sunk + coastal defenses sunk or survived. 3- Stalemate is broken by a 1.5 hours battle timer or either team is destroyed or left the battle, whatever comes first. 4- Points draw gives the win to the defenders, which cant just flee from battle because of the fact that Forts also give points when destroyed or damaged 5- Defenders have just enough time to position its ships before decisive engagement, let´s say that defenders are allowed to join in the port battle 10 minutes before it opens to the attackers. What to think now is how to calculate the points, in such a way that a decisive battle is the only and most rewarding path to victory.
  3. Even if that was the case, that would give the defenders a tactical thinking opportunity in such way to prevent such scenario, emphasizing a basic concept of naval combat and the purpose of a navy, according to one of the greatest naval tacticians of our time, Mr. Wayne P. Hughes Jr. At Sea (1) assures that ou own goods and services are safe, and (2) that an enemy´s are not. From the Sea, it (3) guarantees safe delivery of goods and services ashore, and (4) prevents delivery ashore by an enemy navy. The Seat of Purpose is on the Land
  4. No, your assumption is wrong. If the defenders flee, then by taking out the coastal defenses gives the attackers just enough points to win. If the defenders decide to stay and fight, then the coastal defenses represent points like any other ship, perhaps a bit more.
  5. The solution are the coast defenses. They can´t run so if the defenders run, the attackers just need to take the coastal defenses out.
  6. Thanks for the heads up, added your suggestion to OP.
  7. IMO, this new pb mechanics, the conquest circles and timers, killed the last remaining chance for good capital ships PVP in this game. How come that a pb battle should end before major cannon fire is exchanged and most SOLs are sunk?! It really makes no sense to me. Why is it so difficult to just get it simple at least once, instead of all these bs mechanics everywhere? I mean, you got the land in the port battles, that´s really nice, but along with it, came a bunch of stupid mechanics that just make no sense what so ever. To be constructive, my suggestion is: Keep the land in the port battles, give it a 1h30 battle timer, a 10 minutes join timer, allow defenders to spawn close to shore and attackers in a distance far enough to allow defenders to organize their line. When the battle starts, count the points of sunk ships and, after 1h battle, if there´s still anyone left, the team with more points win with the sole exception that a draw gives the win to the defender team. Just get rid of these arcade WoW conquest mechanics. If I wanted to play it, I would just play WoW instead. EDIT: Adding @koltes suggestions and timer modified to 1h30: Side are getting points equal to the BR of the sunk ships. In order to win one team needs to reach certain BR in points. EDIT2: Adding @rediii suggestions: Defenders and Attackers must stay inside the Battle Area, which is a circle, centered at the Port with a range big enough to allow 25 SOLs to comfortably fight. Every ship that exists the battle area, counts as a sunk ship. EDIT3: Solution for the problem where Defenders would just leave the battle to win by draw: The solution are the coastal defenses. They can´t run so if the defenders run, the attackers just need to take the coastal defenses out and win by points.
  8. This could simply be done by allowing players to put Buy contracts on ships.
  9. Its not. There is already the competition for the regional resources.
  10. This is what the Regional Bonus was meant to be but like everything else that came with that failed fine woods patch, it was awfully implemented and rushed out.
  11. The option is to remove the these Regional Bonuses completely or make them specific for each nation. The way it is, its a waste of time and affects negatively and directly PvP action:
  12. Along with the Fine Woods, these Regional Bonuses are the rotten legacies from that failed patch that killed the game. To make it simple, I´ll only summarize why it should be removed: 1- Balance of Nations: The more a nation grows, the more regional bonuses it controls and the less the other nations do. In a mere RvR point of view, or assuming its a PvE server, it´d be okay, but since we´re talking PvP here, the focus should not be on the ship quality itself, but the skills of the player. Assuming that nations have different population counts, bigger nations not only have the clear advantage of their number´s strength, but also their ships becomes progressively stronger while the other nations, weaker. Now, imagine this scenario: US+GB form an alliance, they amount 70% of the server population and conquest 90% of the ports. Poor Danes are left with nowhere to build any quality ship because they´re left with only their own regional capital. This means that if they´re going to PvP, they already have quite an unfair challenge ahead only because of the fact that they can´t craft any ship with any regional bonus. On the other hands, their opponents possibly have the best possible ship. RvR should never affect PvP like this. 2- Waste of Time sailing safe routes during safe hours not to mention all the time spent in port, teleporting from one to the other just trying to locate the resources: Having different regions which produces different bonuses means that our resources get scattered all over the place. From a PvP perspective, given the huge size of the world map, we are forced to sail countless boring dull hours in trade ships, on safe routes and hours, just to get the resources where they need to be. If it was like before, where we had a Shipyard, we could concentrate all our resources where they need to be, and focus our play time on actually doing what this game is meant to, that is, Naval Action, consequently increasing PvP time and possibly its quality, bringing old players back. Work around suggestion: One option to the complete removal of the Regional Bonus is to make it directly related to the player´s nation, giving the player a few basic options as a 2nd ship bonus. Something like this: Every nation gets the basic options for the 2nd bonus (the 1st bonus being the basic bonuses like build strength crew space, speed...): Strong Hull, Agile Hull, Accuracy and the nations specific, for example, pirates get the option to craft it with Pirates Refit, while GB with Brits Refit and so on. If you´re going to vote, make sure you are a ship crafter.
  13. You don´t, but if its an enemy ship, any cargo that it carries makes it a 'contraband' and, back then, one could easily recognize when a ship was carrying a cargo just by looking at its draught: So, I´d say that the recognition mechanics could work like this: From farthest to closest: 1- Maximum Visual Range: Man-of-War or Trader Ship 2- Mid-Rage: Shallow or Deep Draught 3- Close Range: Nationality
  14. 100% agreed! I think the visual identification of ships should be done by the players themselves and the nation´s and cargo content of the ships sailing in OW should be restricted to a very close range. It would make OW a lot more immersive. Its just too dull that one can know that a ship has contraband by looking from so far away. People would have to at least investigate their targets before closing in and engaging.
  15. Thanks for the answer. I assume that this perk then also apply to both the Agammenon and the Ingermanland, right?
  16. Being the Constitution frigate technically a 4th rate ship, does the Frigate´s officer perk works when sailing it?
  17. The way things are, if they (devs) want to keep their players, they need to reset the servers every 5 weeks. Look at PVP2. With that failed patch, pirates really got screwed with no resources what so ever; crafting was dead, battle was won by raking massacre, conquest was done via war supply bombs and the two most populous nations became allies (US-UK). Because of these complete overall unbalance, both UK and US, which started with the good resources, got to keep their yellow ships crafting going, further adding to the overall unbalance between nations. Its no surprise that everybody in pirates either left the game for good or migrated to PVP1. Great job devs! My suggestion to the Politics system was make it somewhat automatic in such a way that there are always 3 main groups of allies. The example I gave was the following: "Lets take the example of current PVP2 politics. We have basically 4 nations there. I don´t have the actual populations data, but using the port battles ratios as a reference, we have there about: 1-US ~40% of the total server population; 2- Brits -30%; 3-Pirates ~20%; 4- Holland + Denmark ~10% In the current system, it doesn´t matter how strong the nations are, they are all allowed to form alliance with any other nations, including those 2 biggest nations! Its End-Game mechanics and it goes against a perfect persistent system. The 2 biggest nations will capture all the ports and the smaller nations players either leave the game or migrate to the stronger nations. My suggestion is an automated system that automatically distributes alliance/hostility points to each nation, making in the example above, US and UK automatically enemies and allowing the other nations to form alliances, or not. How to do it is one thing that I have in mind, sort of a 3 cards game, so we always have basically 3 groups simultaneously at war. No allied group can have "strength points" higher than 33% This means that US can´t, in the example above, form any alliance with anyone. Brits on the other hand can form an alliance with a nation that is not stronger than 3%, let´s say, France, while Pirates can form alliances with both Holland and Denmark, if they are willing to accept it too. The closer a nation/alliance gets to 33%, the higher is its hostility against the others alliance groups."
  18. The most obvious problem with the current Political System mechanics is that it allows the whole OW system to become deliberately unbalanced and unfair, specially to the smaller nations, meaning in turn, that bigger nations tend to attract even more players. Nobody likes the idea of joining a nation which has no resources or ports. Lets take the example of current PVP2 politics. We have basically 4 nations there. I don´t have the actual populations data, but using the port battles ratios as a reference, we have there about: 1-US ~40% 2- Brits -30% 3-Pirates ~20% 4- Holland + Denmark ~10% In the current system, it doesn´t matter how strong the nations are, they are all allowed to form alliance with any other nations, including those 2 biggest nations! Its End-Game mechanics and it goes against a perfect persistent system. My suggestion is an automated system makes that automatically distributes alliance/hostiliy points to each nation, making in the example above, US and UK automatically enemies and allowing the other nations to form alliances, or not. How to do it is one thing that I have in mind, sort of a 3 cards game, so we always have basically 3 groups simultaneously at war. No allied group can have "strength" higher than 33% This means that US can´t, in the example above, form any alliance with anyone. Brits on the other hand can form an alliance with a nation that is no higher than 3%, let´s say, France, Pirates can form alliances with both Holland and Denmark, if they are willing to accept it too. The closer a nation/alliance gets to 33%, the higher is hostility against the others alliance groups.
  19. stormridersp

    Patch day?

    Well, at least revert it back to last stable version, I mean, look at this current version, it killed the game but we still have it ever since.
  20. No economy can survive on stamp trading alone and this is what we currently have: a whole lot of useless nonsense stuff, that serves nothing, have no purpose, no raison d´etre, can´t be crafted nor modified in any way and are only meant to be purchased and sold for a higher price. The farther it strays away from reality, the more it´s difficult to regulate this player based economy. The symptons: Rampant inflation. Although the current economy prices are more or less fixed, the inflation is there and it´s felt in other ways. Its so easy to make money just by buying useless stuff and selling it at a far higher price somewhere else, that in the end, money becomes useless in a sense that its not really a matter of concern. And the result is that useful stuff like Silver, Gold and Wood, which usually need to be crafted somewhere and because of this difficulty, are not traded at all, nor shared and it becomes a black hole in a player based economy. You go from port to port and see Buy Contracts of the same stuff over and over: Fine Woods and Silver and nobody trades them because trading is useless, when you can just trade NPG useless stuff and make rivers of "money". This means that in this player based economy, players are not in the loop and don´t interact with the economy. 1- Every product must have a raison d´etre. It can´t just happen to be there like Spanish Gold Coins, Stole Goods. What are they, what are their uses, where did the come from? They are nothing other than a way to deregulate this player based economy. Everything must have a use. Gold and Silver not only for ship crafting, but to be used as real money (topic #3), Spanish Gold Coins, crafted from normal Gold Coins into a born Spanish port, could be used for ship crafting, giving it a spanish "regional trim". Things like that are what makes things have a raison d´etre, and purpose. Link everything with reason. 2- Money must be finite. There must be a way of regulating how much money can any given port give and this money must be linked directly with the player based economy. You can´t just let players sell infinite amount of useless stuff to a port and receive infinite amount of money for it. Also, the easiest way to make money something real, something of a challenge, is to actually make it something really real by making it something other than a virtual number. What I mean is that money should be real goods, like good coins and silver coins, something that has an economic value and you must carry around, in a ship´s hold and can be crafted or created somehow. Virtual money only works on a virtually infinite population, like a globalized world economy and even then, as we all know, it happens to crash sometimes. Here, we´re talking about an active population of what, 100 in PVP2? 3- The economy must be based on production. Right now, the economy is based on trading useless stuff and selling to NPG ports who have infinite money supplies. And production must vary with the population growth. I´d even go to far to say that all goods should be produced by real players, starting from only a few basic goods that can be crafted into many depths of "industrialization", but all coming from the very same few very basic resources. 4- No goods should be created via drops, like these stupid fine woods. Its just plain stupid and its even aggravated by the fact that it either drops compass wood OR fine wood. It´s just stupid! Whose was this idea? Fire him straight away. It´s unbelievable! And if this is carried over to the next patch, I´ll definitely push for a refund.
  21. Ok, I crafted this ship with Strong Hull Regional Bonus, but I don´t see any Armor Thickness increase, only a 17.5% Structure bonus. What´s wrong here?
  22. Agreed! I only think that a 10min grace is way too much! One only needs a few minutes to allocate prizes, repair ship, use medkits and leave.
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