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Slim McSauce

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Everything posted by Slim McSauce

  1. That's wrong, hostility grinding is all inclusive and allows anyone to join. And 5 people grinding hostility would take too long and could easily be destroyed. The way we have it now, 25-50 people are in the hostility fleet because its efficient and OW pvp is non restrictive, and only 25 people are allowed in the PB itself. I'm all for chaotic fight, but not chaotic map changes. There is nothing worse seeing the ugly mess of ports scattered around the map that would be the result of 7 port battles being set a day. Which btw would take WAYY longer to grind hostilites for than a single port. The majority of fighting in my system would not be with AI, it would be the slugfest of multiple national fleets crashing into each over a weeks time. A much more exciting, realistic, expansive, and inclusive way of RVR rather than forcing every nation to split up into 25 player clans and having them all working for their own ports in order to get a piece of RVR pie. Making the idea of a "nation" redundant.
  2. ok so say 2 nations are at war. In order to allow everyone to be involved in Nation v Nation conquest, 7 port battles need to be hostility grinded and set at the same time in order to get these to nations at full scale war. Does this sound like a reasonable way to do RVR? Why not just allow everyone to fight for a single port instead of all chaotically scattering to take individual ports?
  3. Because this removes the limited element of the single PB action that's limited to 25 direct players per nation, and a 1 hour time window where a PB takes place, and turns it into essentially multiple PBs, with no restricting time window, where the entire nation can directly contribute with the conquest of a port. A full server in NA hold 2000 people? If PBs stay limited to 25 people a side then at max 1-2% of players will ever be involved in RVR, which is vastly underwhelming considering the importance of it. That and PBs simply don't carry the same sense of grand epicness that OW PVP does. People don't care about RVR anymore because its rinse and repeat every time. Raise hostility, the elite 25 with decked out 1st rates go to the port, duke it out with their elite 25v25 all the while the rest of the hundreds of people in nation can only sit and wait. It makes no sense that OW PVP is larger scale, more strategic, and grander than RVR which literally decides the map.
  4. Circles around the individual ports to determine the contested areas. There will be an issue with overlapping circles, but this can be fixed by setting the contested port to take priority over a port that isn't in the contested state. And any hostilities go to the port with the most hostilities already. (no shared % between ports in any circumstance) The instance is just the normal battle instance form OW tagging. The circles will be pretty tight around the ports, but any defender will never be to far away from the port to where they cant sail back and take cover under the forts. Which is basically the same thing as the PB instance.
  5. The reason for 60% is to simulate the defenders advantage. The forts and towers are still active but its not enough for the defender. This number can be adjusted. a limit can be placed on how many *contested* ports a nation can create to prevent mass port sweeps One way is make the closer to capital the port is, the higher % is required to capture, so a nations main area will require 70-75% to capture, which also helps the problem of large nations wiping out smaller ones
  6. see So out of the entire suggestion, this being the most glaring issue from admin... Does this mean this solution could be implemented without major fault? Or atleast up for consideration?
  7. Well please quitted posting if you're never gonna play the game
  8. Its adds depth. RVR is doomed because is smaller scale than OW pvp which I made a nice suggestion for a fix
  9. Yes its actually almost the exact same thing, the difference is that both sides start at 50% and its a PVP oriented tug of war to to get to 60% (or for defenders to keep it above 41%) AI counts towards the tonnage but at a fraction of player ships, just enough so its enough to get 60% if no defenders show, but not enough for it to be used as a main approach to the capture. Hostilities as we know it will still exist to set the conquest of a port.
  10. That exactly why I don't care. If you have to ignore me to avoid my points instead of refuting what you disagree with civilly and objectively, then you have no place in the conversation. I'll still speak my mind, but now they have no way to speak theirs against mine. But that was usually where the problem would start because apparently everything I say is a personal attack on BLACKs skills as captains. I don't hate the players, I hate the game.
  11. an "important" port battle shouldn't be decided by a single 25v25 in an hour time window. Much better to have multiple 25v25 battles over days time that the entire nation can be involved in rather than a single clan of 25 people controlling the entirety of their nations PBs on a 2000 people server, when Nation v Nation is suppose to be the biggest, baddest, most exciting content in the game
  12. "AI ships in the area will count to a fraction of the normal BR tonnage, forcing defenders to show up or lose valuable tonnage." Regarding population mismatch leaving smaller nations with disadvantage Yes smaller nations are at a disadvantage. but due to the limitation of the battle instance, a small nations 25 ship fleet will only ever see 25 other ships at a time. If a tiny nation REALLY wants to take on a large won, then they can go in with their fleet, attack enemy fleets, and once they leave battle, escape to outside to contested area where tonnage isn't counted. Basically hit and run attacks. They may still lose their ships but if they can field enough and win the battles with them, they can take a port. 1st rates are still valuable because its the most firepower you can put into a 25v25. I'd say this is pretty fair. Without the limitations of the PB instance you can employ many more tactics that you would in a single battle. We're choosing between a single 25v25 battle in an hour as RVR v multiple 25v25 battles over days. Any flaw with this system is much more sensible than the problems that we have with the PBs now, and are greatly outweighed by the benefits. So far the only major flaw is pop inbalances, which can be worked around with skill and strategy, as apposed to our current system which negates ALL population and is 100% not scalable to server size, not strategically oriented, not optionally approachable, and in the words of many players, not fun, grand, or exciting in any way.
  13. Idc anymore, nothing constructive ever came between our discussions
  14. How do we make RVR fun? Engaging? and inclusive? Here's my proposal to fixing the current state of RVR ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Remove what we know as the Port Battle Instance There's no need for a single PB instance to decide a port. Its limited by numbers, tactics, and time. It only ever allows 25 people to be involved and the time window is extremely narrow. It has no place in NA. A solution: Tonnage War. Once hostilities is set for a port, the area around the port is deemed contested. A meter is displayed that will show the progress of each nation head to head. The goal of Tonnage War is to sink more BR than the enemy. The attacker must achieve 60% total tonnage in order to take the port, and the defenders must keep them from reaching 60%. These tonnage wars can last 3 days to a week depending on the importance of the port. In order to prevent defenders from not showing to deny tonnage to the attackers, AI ships in the area will count to a fraction of the normal BR tonnage, forcing defenders to show up or lose valuable tonnage. This system takes off the chains from normal PBs. Allowing any ship, of any size and any clan of a nation to be directly involved with the taking or defending of a port. The clan with the most % tonnage sunk for their nation will earn the rights to the port. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Another problem with RVR is that the progression of conquest is very chaotic. Any nation can sail across the map and take the capital port of their enemy with ease which isn't realistic or pleasing to see. A solution: Fronts Hostility and hostility missions can ONLY be taken and raised at the 3 nearest ports from your friendly port. What does this mean? An enemy port can ONLY be captured if its close enough to a friendly port. By limiting how far away you can take a port, natural fronts are established where players will funnel for war and conquest. This front system is much more sensible in its limitation of distance from closest logistics, but sill gives a nation options to which direction they want to head in terms of conquest, and different ways to approach a conquest of an area while staying realistic. To prevent long range jumping like how can be done with teleport to nearest port. A maximum range of 75-100km can be set, which will mean some areas will be natural choke points due to their geography which adds to the strategy of RVR. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ The PB instance isn't useless. Its just too small scale to be a decider for a port. There is a use for the current 25v25 PB we have now. Raids For RVR to be completely fixed, we need to get the pirates the f#!$ out of it. The pirate nation should be the quintessential PVP oriented faction. The embodiment of clan v clan action. Without taxes from ports, the ability to craft and sell a large variety of ships, and the extra danger that comes from trading. Pirates need a way to get money and ships being the hardcore faction, but still be fun and have exclusive content. Here's how it would work. Pirates get 3-4 single port islands on each corners of the map. These islands are permanently pirate and will serve as their homes. There are plenty of tiny non occupied islands to give every nation equal threat of pirates. Raids will use a universal flag method with no indication of where the flag is going. The only information that is given is where the flag was pulled from. These flags can have a combat mark cost of say, 1000. The flag can then be transported to ANY national port (besides capital). Once the flag reaches the port, a port battle, now a raid will immediately open with a 5-10 minute join timer. It will be exactly how PBs are now. There are a few rewards for a successful raid. 1.Each pirate gets a sum of gold depending on the size of the port, along with some port specific trade/crafting goods. 2.A ship pool of 10-15 of random build ships is unlocked, where the pirates can pick from freely. 3.The raided port unlocks a basic outpost for each pirate involved in the PB. This will act as a den from where pirates can use their newly acquired ships to hunt in the area. This den function will only last 3-5 days depending on the port. No building can be built, admirality can't be accessed, but basic crafting is allowed. Only ships in your fleet will be stowed there (No dock spaces) At the end of the 3-5 days the pirates can either sell off everything with 1 free teleport back to their real port, as long as they don't leave the den after the time is up, or they can sail all the acquired ships and goods back. This is challenging and exclusive content to pirates that will make them more than just a reskinned nation. They get the utmost freedom with what they do, and with this raid system a clan of elite Pirates can still be a pain in the f#@#$&% ass to nations.....without vastly affecting the RVR balance something I think we can all enjoy. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Those are all the main point, this section will be dedicated to addressing comments/criticisms and I will be editing frequently. Please keep it on topic, whether you like the idea or not and whether this will work for NA. If you have feedback/criticism, please state your reasons. Don't just give me an "oh no this will never work" Air out the problems so solutions can be made. I'll be happy to answer any questions and of course if there is anything that I missed let me know.
  15. +1 Would be a nice prospect once we sort out current problems
  16. I think RVR missions are a good way to implement this. Instead of freely picking the next port to attack, you have to fight on a front no matter who is on that front. No jumpinmg from one side of the map to the other. This will force neighboring countries to be at constant war
  17. Well to be fair NA is different from a game like squad, or dayz where the general idea has been done before multiple times over and the layout can be planned from inception. NA wasn't planned to be open world from the beginning. EVE and POTBS are the only games you can reasonably compare to NA, which doesn't give much feedback. Its trial and error to try to get things that work, but at some points different areas of the game will be complete at base. OW PVP is close, RVR is the next important step, after that the puzzle pieces of eco, grind, and everything else should fall in much easier. After all that is fixed THEN the major content comes in
  18. Its still EA, there is content that's so far off we're not aware of yet. but Unity 5 will bring new ships, ship customization, and overall pave the way for a huge content update spike, whatever the devs have in mind. The biggest think I think will keep players on is RVR and clan content. Even though I'm an avid hater of current RVR, the idea of working as a nation/clan to achieve goals is the most timeless content NA can provide. I think these new changes is a step in a right direction, but only time will tell.
  19. Players come and go constantly in EA games because there is hardly enough content to hold the playerbase. Once enough content comes in, the game will hold more pop between patches. I think this new RVR system we'll see atleast 80% pop return and we'll hold that pop for much longer
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