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Crimson Sunrise

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Posts posted by Crimson Sunrise

  1. 57 minutes ago, TheHaney said:

    I dislike the concept of "safe zones" in general but the more time I spend in-game again, the more I think something of the sort is necessary. I make a lot of comparisons to EVE for this game, as it's attempting a similar loop, and EVE very much supports safe zones to a certain degree ("safe" is very casually used here).

     

    Primarily I think there should be some type of area where newly-joined players can experience base-level missions, trading and player interaction without getting chain killed within minutes of leaving port. That might be something as simple as making capital missions more abundant and making them only spawn in safe waters, or something as complex as introducing a "starter area" that new spawns of all nations begin the game at until they choose to leave.

     

    Another simple mechanic that would inhibit this type of behavior is adding a mechanic where sinking a ship in their reinforcement zone prevents it from dropping any inventory or counting towards any mission/leaderboard.

    wouldnt creating a zone that all new players start at and only they can choose when to leave it be easily abused as no one would need to leave it they could grind to max lvl before leave such a zone.

    with safe waters around non cap-able ports it gives everyone of all nations safety from pvp not just the nation that those waters belong to, we wont have say us waters around cton only protecting us players but any player that sails into these waters, i can see captial zone enabling pvp against foreign nations that sail into it but protects us players from being attacked but doesnt prevent us players from attacking.

    right now reinforcement zones are practically a joke to have.

  2. i'd like to suggest changing all reinforcement and capital zones into non pvp zones, areas in which pvp combat can not be initiated, as it stands right now the reinforcement zones do not prevent players from being seal clubbed outside their own non capturable ports and starting areas, if this is implemented this is what the benefits and disadvantages i can foresee are.

    advantages.
    1. no more sealclubbing outside starting ports.

    2. safe area for new players and existing players to trade around home ports.

    3. no need for coast guard or players dedicated to defending their starting area anymore and can go out and play without worrying about new players being beaten out of the game outside the capitals.

    4. allows players from the pve server to join us without loosing all aspects of the pve environment.

     

    disadvantages,
    1.  players may tend to stay as close to their home ports for those starting out

     

    as it stands this would give new players a feeling of safety outside starting ports without the threat of being ganked by other nations at these locations and removes seal clubbing outside non cap-able ports.

     

    • Like 7
  3. currently u go kill stuff to get a chance at finding skill books, yes this is a current feature but it also leaves the game a bit unbalanced

     

    my suggestion is the removal of skill books from the game and implement fixed skills that can be applied to ships as u unlock knowledge slots, this would create  fair skills for all players, each skill would be tied to the rate of ship its being applied to, eg. reloading skill for 7th rate could be +10% to reloading, this would only apply to the 7th rate ships, but on a 6th rate it could be 8% bonus on reloading, and such that no 1 player has a significant advantage over another in just ship skills and modules.

    it would give a more even battlefield since books make no sense historically or otherwise, in reality u cant read a book and instantly ur entire crew knows how this will boost their reload or penetration.  or sail handling, or increasing the speed of ones ship.

    creating a balanced game is better then creating a unfair and unbalanced game.

    • Like 3
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