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Landsmen

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  1. SHIP DEPLOYMENTS Ship deployments is a feature that would be a very valuable and important should be added. It would add much needed capabilities to ships/fleets in the way of supply and forward operations especially in long journeys. It also increases the probability of meeting and engaging ships at sea. This also add depth to some trading game play increasing long distance trade also making it much more exciting. How it works. 1. Every captain would be allowed one deployed ship/fleet. 2. A “deployed” ship or fleet remains in open world sails down until taken out of deployment status. Even if the player logs off the ship remains in open world sails down able to be attacked. 3. A captain can create a deployed ship or fleet from any open world ship or fleet. He can even separate his existing fleet into his normal sailing fleet/ship and the remaining portion becomes deployed. 4. A captain can transfer from a sailing ship to a deployed ship at any time by deploying his recently sailing ship to deploy status causing hi previously deployed ship to become his active ship. 5. A captain can trade with his deployed ship and can designate other players to do the same by creating a deployed trade group. Why deploy. The main reason would be to have an out to sea supply vessel(s). A captain may want to trade in shallow waters but needs a large ship deployed to collect and transfer supplies to make a long voyage worth his time. Also in preparation for port battles raids it would allow players a time to deploy ships to a certain location in advance which may be more conducive to an individual captain’s real life personal schedule. Also having a large supply of repairs available for attacking fleets and others coming out of combat. Disadvantages to a deployed vessel it remains visible and able to be attacked the entire time it is deployed. Even if the owner is logged off. It can be risky venture to deploy but that risk is up to the owners decision. If logged in the game the owning captain would receive a warning that his vessel can spot enemy players if within the deployed vessels sight. This increases the probability of more engagement between players in normally empty oceans. Obviously it’s a risk to deploy your vessel and should be taken with caution but it can be a great advantage to logistics and planning. I have at times come across ships in deep ocean spinning in place as its captain decides to fish in the ocean obviously away from his keyboard. And yes I’ve sunk them. This is kind of the same concept but allows more game flexibility.
  2. I have given this some thought and it was previously posted but what I found that if my final solution was way at the end of the forum post a lot of players don't bother reading it so I kind of combined my suggestion, while answering some objections and included my solution here all in this one upfront forum post. I do believe my time solution will make this game more pleasurable. Please give it a read with an open mind and agree or not give it some thought. Please ensure you read time at sea solution at the end. I believe the ship tow is detrimental to this game mechanics, naval strategy, and helps the bigger nations keep their dominance. First we have already seen the tow feature removed from sea to port except to fix groundings.... since players learned to avoid ships by being towed from sea. Let me explain why I believe this. Especially as a naval gaming grognard. Large powerful nations can now move fleets from one area to another almost at will, limited of course to the one per player per day, not counting alts, ship sales and trades. In reality if a large nation needs to respond to threats even from smaller nations at the opposite side of the map they can manage to move their fleets with impunity to that port battle bypassing choke points and obvious sea lanes of travel, and scouting frigates. If we do away with the tow, ships individually or fleets could be intercepted and restricted by choke points engaged prior to reaching a destination.. Think about this. Trafalgar was not a "port battle" but a fleet intercepted. A big nation owning various ports would need to think about where to station response fleets. To meet the threats to their naval empire. While a major fleet is in one area another hostile nation, even a weak one, could be targeting a far flung outpost using the fact that these are sailing days and ships aren't beamed up in warp speed. Frigates would gain another advantages roll. One suited to their historical task, clearing a path far ahead protecting the main fleet or that of scouts searching for the enemy knowing that a fleet or individual ships must arrive via sea lanes or through choke points. Getting rid of the TOW from port to port would benefits smaller less powerful nations while making the bigger nation think strategically. I believe this would also lead to more PVP. Now everything depends on hostility missions followed up by an ensuing Port Battle. If a fleet needs to sail to conflict they may have to encounter enemies by alliance. temporary truces, choke points , sea lanes etc. which all could dramatical influence the outcome. I believe that most historical evidence did not change the owner of the port(though at times it did happen). A fleet may be destroyed in port but the port often stayed in control of the initial owner....since ships could not venture on land to engage armies directly. Think about intercepting fleets or portions thereof before your nations is actually attacked. The game has developed way past the need to have ships take wings.. I believe having them sail makes this a better Naval Action. I do not see how my suggestion would limit action or content. Think about it, a poor vulnerable trader to do any good needs to take its cargo out into the open. Yet a La Ocean magically flies via C-17 aircraft safely to the next port on the other side of the map. If a trader needs to go back and forth why not the Victory. The argument that ships would remain in port to remain safe is counter intuitive. To conquer. patrol, scout, intercept requires ships at sea. What this game is about. My experience that nail biting ACTION occurs when you know an enemy is about to enter from a distance like a port battle but unsure of its location. You have searches going on , and screeners deployed, all looking to intercept. Of course there are counter screeners until one or more battles are joined. In no way do I see a restriction on RvR. This would change how, when and where you decide to attack. Time and logistics become issues that need to be dealt with. So an empire somehow would need to respond to its far flung posts while weary of encroachment by other nations biting at its heal on its outer perimeter somewhere it is not. I do not see any lose of combat opportunities with this proposal I actually see more...but I must agree with the real world issue of TIME SINK as addressed above since most of use cannot sit in front a computer all day long.. So is there some kind of solution to this issue? How can this be alleviated, modified regardless. What has happened is that we have become accustomed to the MAGIC wand of ship travel. I do have some ideas on mitigating the TIME SINK issue which I address below. Getting rid of the Tow brings us to the time at sea problem.... long voyages that most find extremely BORING! Me too! Now for some well known facts: Traders to do anything of value must do a time sink to use a term from a response to my previous post. They cannot transport goods magically. Traders cannot avoid choke points if in its path. Most players husband their main battle fleet ships for major engagements towing invisibly past all the hazards a trade ship must endure to get to its destination. Quite unfair actually if you ask me. And quickly too. So that allows unreal expansion of a single nation. There is one place on the map where capturable ports are safe from this phenonium of enemy ships being teleported nearby to capture a port. That is Bermuda once those 3 ports are captured. That island is a long way to move major ships. Hence its safely protected by that time sink. To some extent many smaller nations would be more protected if the tow was removed. Time at sea solution: What is my solution to the Time sink. I'll call it a Deployment" or (D) for brevity... What the hell is a deployment? Keep reading.... Something that causes a time sink issue with players is the time of a long voyage especially if you want or need to do something else. That's the real issue! its not necessarily that it may take me an hour to get there but I want to go with my friend and do hostility missions but I'm stuck out here... with no beer... and whatever.  So in thinking about this fix I also tried to think of avoiding exploits. Not waist a continuas time in a trip but still require the ships to actually sail to locations having to navigate the treacherous waters that they would normally do. The ship travels in open water time but a player can safely do others things. Deployment [D]: 1) Every player can use a [D} any time he wants. 2.)A [D] can be a single ship or fleet. 3) A [D] can be any ship or fleet a player has the ability to use.  4) A player can never have more than 1 (D) at any given time. A deployment works like logging off at sea but you are not logged of the game. Your (D) ships fleet exist out at sea as long as you choose unseen and safe where you left it and yet you can go do any other task you would like to do. Sail ships, fight battle, trade. anything. All A (D) is your ships are deployed sailing the seas. When you are ready whether 10 minutes latter or a week latter you can return to your (D) ship/fleet and continue on. 5) (D) have a limitation. The (D) cannot be done within 150 k from the nearest land. This still requires the ships to spend actual sailing time and navigate through possible hazardous areas i.e.. choke points. It also will allow for the ability of scouts to be able to locate the ships if they happen to be lucky enough and be intercepted if the ship/fleet doesn't manage to evade or sink its enemy. 6) D ships cannot enter a port battle for at least 60 minutes. 7) Ships in (D) status are out at sea and cannot be used unless taken out of (D) status back into open world where you left it and you would be commanding it again. I believe the solution is simple, neat and can streamline all play making the game much more enjoyable to all. e. I also think that a (D) in itself would help players with the monotony of the long haul at sea.
  3. And you are correct. Unless I have a workable solution. I am trying to convince the players who say NO to my idea. So bear with me a bit and I think you'll agree that I solve the issue to a great extent. Loorkon I know you from within the game as a player. My Nom de plume here obviously has no bearing on my in game nom de guerre. As of now I have over 2300 hours invested in this game. I am a PVP, RvR, trader and builder. I play all facets depending on mood and other factors. just like a lot of players. I do NOT have an ALT though. That may put me in the minority. So I do not time sink as another player nor get any benefits as others do. Now for some well known facts: Traders to do anything of value must do a time sink to use your term. They cannot transport goods magically. Traders cannot avoid choke points. Most players husband their main battle fleet ships for major engagements towing invisibly past all the hazards a trade ship must endure to get to its destination. Quite unfair actually if you ask me. And quickly too. So that allows unreal expansion of a single nation. There is one place on the map where capturable ports are safe from this phenonium of enemy ships being teleported nearby to capture a port. That is Bermuda once those 3 ports are captured. That island is a long way to move major ships. Hence its safely protected by that time sink. To some extent many smaller nations would be more protected if the tow was removed. What is my solution to the Time sink. I'll call it a Deployment" or (D) for brevity... What the hell is a deployment? Keep reading.... Something that causes a time sink issue with players is the time of a long voyage especially if you want or need to do something else. That's the real issue! its not necessarily that it may take me an hour to get there but I want to go with my friend and do hostility missions but I'm stuck out here... with no beer... and whatever. So in thinking about this fix I also tried to think of avoiding exploits. Not waist a continuas time in a trip but still require the ships to actually sail to locations having to navigate the treacherous waters that they would normally do. The ship travels in open water time but a player can safely do others things. Deployment [D] 1) Every player can use a [D} any time he wants. 2.)A [D] can be a single ship or fleet. 3) A [D] can be any ship or fleet a player has the ability to use. 4) A player can never have more than 1 (D) at any given time. A deployment works like logging off at sea but you are not logged of the game. Your (D) ships fleet exist out at sea as long as you choose unseen and safe where you left it and yet you can go do any other task you would like to do. Sail ships, fight battle, trade. anything. All A (D) is your ships are deployed sailing the seas. When you are ready wether 10 minutes latter or a week latter you can return to your (D) ship/fleet and continue on. 5) (D) have a limitation. The (D) cannot be done within 150 k from the nearest land. This still requires the ships to spend actual sailing time and navigate through possible hazardous areas i.e.. choke points. It also will allow for the ability of scouts to be able to locate the ships if they happen to be lucky enough and be intercepted if the ship/fleet doesn't manage to evade or sink its enemy. 6) D ships cannot enter a port battle for at least 60 minutes. 7) Ships in (D) status are out at sea and cannot be used unless taken out of (D) status back into open world where you left it and you would be commanding it again. I believe the solution is simple, neat and can streamline all play making the game much more enjoyable to all. Please all you players who said no. Re-evaluate this concept with an open mind and then give your opinion. Even if you still disagree. I also think that a (D) in itself would help players with the monotony of the long mindless single voyage. Thanks for reading... .
  4. Not true ports would fight any enemy foreign ship entering its port or near a fort. The British often were attacked by forts and they would often used enemy forts as kind of target practice. What we forget is that in the age of sail a ship in clear weather would be within sight for a day or more wind dependent. Giving ample time for it to be manned. They also avoided them. Yes a ship would always try to use the fort to its advantage. That is realistic. Also engaging the enemy (Tagging) bringing them into combat mode does NOT necessarily mean someone want to totally commit. Its getting close enough to see who the enemy is. A smart captain will avoid combat if his chances are low.
  5. I do not follow your thinking. A smaller nation in a smaller geographical area can more easily respond to its location. A larger nation may more easily over extend itself. subjecting major ships to interdiction. If you want to be a sea power your ships need to sail.
  6. I've done that too and lost it Everyone came out once I was in a choke point. Spotted by a trader. They all wanted it and they got it too, much to my chagrin, but it was one hell of a battle. Normally though you would sail as a group with squadrons of ships and screeners. That would be the required decision point. Is where I am going worth the investment. Time and logistics. Is that post In essence you make my point. To go conquer a location needs some forethought.
  7. Believe it or not I anticipated this argument before being posted. It is valid but this comes from our assumption from our god view. For now I assume the jump is not really you but a subordinate you have deployed with certain instruction to proceed if something occurs. An individual is under orders from you to do whatever. Even though you are located somewhere else.
  8. Well it looks like I'm getting some reactions. I don't want a fight and some good points have been brought up in the negative. I respect everyone's opinion and your input is vital even if its negative so please continue to make your points All of you. I will address most of them and I would like to find an equitable outcome. So please have an open mind. Too often I see these post become ARGUMENTATIVE ending in a duel... vs logical thought out arguments. For me I will try to address each point as I have time... I do not see how my suggestion would limit action or content. If my understanding of your meaning of content is correct. Quite the opposite. It would require more ships of the combat variety out at sea. Not popping safely from one port to another. It would put combatant ships vulnerable just like traders who cannot magically be transported with their cargo. Think about it, a poor vulnerable trader to do any good needs to take its cargo out into the open. Yet a La Ocean magically flies via C-17 aircraft safely to the next port on the other side of the map. If a trader needs to go back and forth why not the Victory. The argument that ships would remain in port to remain safe is counter intuitive. To conquer. patrol, scout, intercept requires ships at sea. What this game is about. My experience that nail biting ACTION occurs when you know an enemy is about to enter from a distance like a port battle but unsure of its location. You have searches going on , and screeners deployed, all looking to intercept. Of course there are counter screeners until one or more battles are joined. In no way do I see a restriction on RvR. This would change how, when and where you decide to attack. Time and logistics become issues that need to be dealt with. So an empire somehow would need to respond to its far flung posts while weary of encroachment by other nations biting at its heal on its outer perimeter somewhere it is not. I do not see any lose of combat opportunities with this proposal I actually see more...but I must agree with the real world issue of TIME SINK as addressed above since most of use cannot sit in front a computer all day long.. So is there some kind of solution to this issue? How can this be alleviated, modified regardless. What has happened is that we have become accustomed to the MAGIC wand of ship travel. I do have some ideas on mitigating the TIME SINK issue and will address that in a bit but if you have ideas. I would like to hear them.
  9. ,Before everyone jumps on this issue I believe the ship tow is detrimental to this game mechanics, naval strategy, and helps the bigger nations keep their dominance. First we have already seen the tow feature removed from sea to port except to fix groundings.... since players learned to avoid ships by being towed from sea. Let me explain why I believe this. Especially as a naval gaming grognard. Large powerful nations can now move fleets from one area to another almost at will, limited of course to the one per player per day, not counting alts, ship sales and trades. In reality if a large nation needs to respond to threats even from smaller nations at the opposite side of the map they can manage to move their fleets with impunity to that port battle bypassing choke points and obvious sea lanes of travel, and scouting frigates. If we do away with the tow, ships individually or fleets could be intercepted and restricted by choke points engaged prior to reaching a destination.. Think about this. Trafalgar was not a "port battle" but a fleet intercepted. A big nation owning various ports would need to think about where to station response fleets. To meet the threats to their naval empire. While a major fleet is in one area another hostile nation, even a weak one, could be targeting a far flung outpost using the fact that these are sailing days and ships aren't beamed up in warp speed. Frigates would gain another advantages roll. One suited to their historical task, clearing a path far ahead protecting the main fleet or that of scouts searching for the enemy knowing that a fleet or individual ships must arrive via sea lanes or through choke points. Getting rid of the TOW from port to port would benefits smaller less powerful nations while making the bigger nation think strategically. I believe this would also lead to more PVP. Now everything depends on hostility missions followed up by an ensuing Port Battle. If a fleet needs to sail to conflict they may have to encounter enemies by alliance. temporary truces, choke points , sea lanes etc. which all could dramatical influence the outcome. I believe that most historical evidence did not change the owner of the port(though at times it did happen). A fleet may be destroyed in port but the port often stayed in control of the initial owner....since ships could not venture on land to engage armies directly. Think about intercepting fleets or portions thereof before your nations is actually attacked. The game has developed way past the need to have ships take wings.. I believe having them sail makes this a better Naval Action.
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