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Coaster

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About Coaster

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    Landsmen

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  1. By suggesting an economic model, that puts less emphasis on spreadsheets, and more emphasis on putting ships out in the seas? an economic model where players who pvp might be interested in the challenge of sailing an armed trader, because losing the battle isnt going to set them back weeks, and getting the goods to port will have an actual effect on the RvR game? No, i think really you're playing the wrong type of game.
  2. Sure, there could be a crafting system. Preferrably one that focuses on consumables, or cosmetics. But the ship itself? no. Every player needs a ship to play the game (or more accurately every player is a ship). Using the economy to throttle a players ability to play the game is bad. Ships need to be easily replaceable when needed, and standardised. Any advantage or disadvantage should be from player skill, either from ability to sail, or choice of ship for a given goal. What ive put forward is a suggestion of how to integrate the economy with the combat, creating a reason to be on the waves, navy or trader, that players can feel comfortable about taking part in, and working towards a goal for your nation. But without a ship, you cannot do anything. Nothing.
  3. Definately numerous, but they need the right buttons to click, and the game needs ships on the water, where the profit of successful sailing is much more than the cost of sinking.
  4. What is this? collecting resources, clicking buttons, putting result on the market. To say it is a niche activity is an understatement. It might hook 1 player in 100, into playing. Also, since a player built ship is better than a store bought one, people want them. But it takes a lot of effort to make one. So people start attaching inflated value to them, being afraid to lose them because of the effort required to replace them, and when they are lost they sometimes give up playing because of the thought of the effort needed to replace. So although 'shipbuilding' could be something added, what we want is players in ships, unafraid of sailing said ships, taking the risk to haul or guard cargos, because doing so means building the nation towards the choice of a bigger ship.
  5. There is little or no PvE content. Everything revolves around PvP. The population is not coming. Quite the opposite, from reports. The PvE server is empty because there is little or no PvE content.
  6. This proposed broadstrokes idea puts a far greater reward on managing to deliver those goods, by having ship class availability linked to the city size. Thus, it would be of paramount importance to the 'Navy' types that the traders within their nation succeed as often as possible (escorts). Other trade opportunities could be developed (holding majorities in industries that produce said goods, shipping goods to a centralised neutral port and selling to the heaviest purse, etc etc), but what the economy needs to do is become entwined with the combat in such a way, that it is crucial to progress, but without the burden of just falling on one side (people want to sail ships. Bigger ships require them to put in effort, whether they are a trader or brawler).
  7. These players will likely enjoy getting involved in trading goods and hauling to a city, in order to build up that city.
  8. Then what is Naval Action Legends?
  9. Yes Put the availability of ships into the realm of the RvR element (bigger city = bigger ships to be purchased/ordered). Cities then always demand goods, making it easier to make currency, and replace losses. So then players are not so afraid of losing their ship, trading ships will be needed (or a nation will fall behind in the tech race), and with the Match mechanic, new players will have a chance to start on the same line as veterans when the server resets for the next match.
  10. That statement could be applied to PvP, which is the point of the thread. Does there need to be an incentive to get into a ship and find a fight? No. That is perhaps the most basic activity in the game. Incentives should be provided for the more niche elements of the game, without accidentally rewarding the most basic activity. Otherwise, all that will be done is the most basic activity.
  11. Almost every player wants to be known as a shipwright, who’s ‘skills’ are sought after for creating tailored vessels, or who has the largest New Ship Emporium. To this end, there is an entire system for crafting ships and upgrades, with an armada of resources and commodities to fuel this activity. Resources are made difficult to access or obtain, buildings artificially restricted, labour times tweaked and balanced, all to add a throttle to the market, making the process feel cumbersome and unworthwhile. Instead, perhaps ships should just be a thing that can be bought or ordered, from large cities. Large cities however, are created by the players regularly supplying the city with resources, causing growth (and cities no longer supplied with a minimum, shrink in size). Of course, there would still be a market for selling commodities, but by and large their actual usefulness to a player, outside the city growth mechanic, would be minimal. The greater a nations population, the greater the requirement needed to supply cities to grow, giving another tool to help mitigate any population imbalance. This might then make larger cities become juicy targets to the RvR element, cargo ships would become more numerous, or cities would idle along at a small size, offering commensurate ships and shipbuilding facilities. To go one step further, the game might be subdivided into matches. A match lasts a set amount of time, say 6 months, culminating in an endgame. Fortunes and reputations are made, winners are announced, and then the game is reset, with nothing remaining, except perhaps a Title to be held during the next match, earnt from the previous match (Dread Pirate, Lord of the Admiralty, Bursar of the West Indies, etc etc).
  12. Should there then be special rewards for trading? Merchant marks, to be spent on improved equipment and ships, or even just unique paints and sails.
  13. Why does the game offer rewards for PvP? If a player wants to go out and pick a fight, for no other reason than to fight, then so be it. But the game shouldn’t be offering incentives for it. It creates an artificial environment where the strategic element of the game becomes largely superfluous because simply picking a fight is more rewarding, as well as turning the community toxic as every player is reduced to being just a virtual power up pinyata. Combat should be an expense. An overhead that traders try to minimize. A last resort that Admiralties use. Its going to happen, that’s humanity, but at least let the RvR strategy determine the lions share of when and where.
  14. I think they do it because they want a better than shop-bought ship. The reason you feel you have to do it, is to remain competitive in combat. It is certainly not required to play the game. edit: In fact, it seems to be the required answer to all these requests about multiple durability, more accessible modifications etc. And that answer is: goto the shop buy a ship. If you want something better, put the effort in.
  15. To promote more interaction between players with regards to the economy Traders put up Contracts in a port for x tons of a commodity to be shipped to another port within a specified time interval, together with the commodity, and funds to cover the contract. Haulers may then accept the contract, specifying how much they will take, and paying a per ton sum of money as determined by the Trader, and receives a 'contract' document. Upon arrival at the destination port, the Hauler cashes in the contract and is paid a per ton sum of cash, also as determined by the Trader. Thus, if the Hauler is caught and divested of the goods on the journey, the Trader will not be losing out since the Hauler put up a deposit on the goods. If the Hauler so wishes, he could then obtain the goods elsewhere, so as to complete the contract. If the contract expires, then the Hauler is left with the merchandise, and the Trader with the deposit. The Trader may remove any un-negotiated contracts or part thereof, at any time.
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