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Coaster

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Everything posted by Coaster

  1. Storms:- They don't appear when in a port. So looks all sunny and idyllic, then you leave port and its thunder and rain. There is a short period after leaving port before the storm effects are applied. Surely that period can be left as the loading screen. You are unable to see a storm before you are in the storm, when out at sea.
  2. Only way this could work would be if the mechanic created an NPC 'fleet' and it sailed in OW to the destination, with the goods on board to be looted if caught.
  3. I add that it would be useful if Port Improvements can be 'torn down', taking say a week to complete the 'tear down' (to prevent any reactionary abuse regarding defenses). This would allow ports to dynamically redevelop with the ebb and flow of conquest. On a related note, it would also be very useful if the Clan Warehouse had at least 2 parts, so one could be to safeguard high value items (only Officers can withdraw), and the other for mundane items everyone can withdraw (like repairs/rum, majority of books, common upgrades)
  4. Perhaps we could levy a tax on captains each time they use a non-'free' ship. To pay for the free ships. Really boost the incentive to better your position. Welfare on the High Seas!
  5. How would you deal with 3rd party software communication, like Discord?
  6. You created your own rating system with the BR stat. Why not tune events/missions etc to that?
  7. What about a port reset? For example, every 6 months, winning nation declared, ports are reset. Players don't lose their personal assets, except craft buildings (and doubloon costs can be altered to reflect this, perhaps even dynamically changed depending on time left of current 'round'). It might even open the possibility of releasing core nation ports from capture exempt status. However, the biggest obstacle is Prolific Forger - because of that DLC nation populations are much less likely to fluctuate (unlike if the nation change permit was available through admiralty).
  8. 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.
  9. 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 t
  10. 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.
  11. 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 ad
  12. 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.
  13. 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 prog
  14. These players will likely enjoy getting involved in trading goods and hauling to a city, in order to build up that city.
  15. 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.
  16. 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.
  17. 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 larg
  18. 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.
  19. 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 h
  20. 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.
  21. 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.
  22. And this is your idea of a tutorial for new players? I think perhaps a traditional approach might yield better player retention, along with cleaning up what little information there is so that normal people can understand it.
  23. From the details currently available, this looks like a splendid idea for a feature. I think perhaps also, the 'PVP twist' has been somewhat understated - Can't find no action? raid a port. You might get some player controlled defenders. Not only that, but the activity might attract enemy players to the port in hopes of catching you as you leave. Then there's the counter - raid a port to deliberately attract players to try catch you, and have another fleet waiting in a nearby cove. It could also do a nice job of enticing otherwise pvp-shy players into a fight, especially as the 'de
  24. My suggestion for reworking the pirates Its based on the idea that pirates want to promote trade in the nations, which they can then exploit (piracy), yet not actually be a Nation themselves. Map Change All NPC pirate fleets removed - if there's a pirate, its a player. All Pirate towns turned to freeports - remove the concept that there is a 'Pirate Nation'. Pirate starting locations list expanded - For variety, but definately not catering to 'rookies'. Piracy is dangerous. All freeports given resources - All players can place crafting buildings (and outposts) in freeports. Gameplay Chan
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