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Havelock

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Everything posted by Havelock

  1. I like the return of events! I'm not sure about the top 10 player thing though. If you have 10 players who got 2 kills and 30 players who got 1 kill these 30 will get nothing even though they sank more ships. Maybe you should get a prize for every 5 or 10 event kills overall? In your design I think assists and deaths should count too. Leaderboards should go least deaths > most kills > most assists. This way, if you know a player stacked up a lot of kills he will become a higher priority target for the rest to push him off the leaderboard. Said player can now choose to either leave the area and secure his score or stay and rack up more kills.
  2. Maybe we could make it possible to have a 5 min join timer, but like in PBs the battle wont start in these 5 mins? Then we also wouldnt have to spawn at ridiculously far range. Combine it with my earlier post to have a max BR difference of x1.2, battles would even out automatically. I think waiting max 5 mins is worth a good fight, considering atm were roaming the OW for hours these days to find ANY PvP. Or we make it 4 mins, and then the lower BR side has 1 min to decide to reject the battle if the enemy has more than a x1,5BR advantage. All my proposals have the goal for less ganking and more fair fights, even tho a lot of people seem to enjoy hammering enemies in 1v5s :/ For traders some rules might be different, attacking them should instantly close the battle like it is now.
  3. Long timers hurt the battle. I think the best solution would be: 1. Battle Timer of 5 mins (so you can still help players getting attacked close to a port) 2. You can only enter if your side has less than x1,2 BR (or maybe x1,35 for battles <1000BR, x1,3 for battles <3000BR, and so on until a cap) 3. This rule does NOT apply to the OW tag, everyone in the circle gets in 4. Add a protection zone around Free Towns like in capitals, the camping is getting ridiculous
  4. Hi all! I'm here today to post a textwall make a suggestion on a new design for Events, called "The Key to success". To make it work though i'll also propose some additions to the upcoming Raid feature and an outrageous (stay tuned) rework for blueprints. Before i start, i wanna thank Brogsitter for bringing up the discussion in Global chat which started me thinking, and John Reet who took part in the discussion. Before i start, let me do some assumptions on what the actual goals of events are and why the previous event failed: 1. Create an rewarding PvP experience. For the most players it was more rewarding to hop into the fastest trader they had and get as much loot as they could grab. There was no intention of them to go in a fight at all. The only fights happening were frigates tagging these traders to steal their loot. 2. Create an equal PvP fight. When theres 256 different Chests, there will be 256 different unbalanced battles. Less chests will give each fight a higher meaning and give a greater chance for larger battles. 3. Making some ships more exclusive. Well, the events were dropped early. But if they kept going, number of blueprints would have increased until they were common. Paint was a different thing since it wasn't reusable. 4. Give people with real lives the possibility to have a planned PvP event within a managable timeframe. This worked so far through the hints. But the location could be away more than an hour of pure sailing which drew a lot people off. Also, if you get chased with your loot it can play out as a tedious "run - get tagged - get chased - exit" loop. My initial idea was the following: Instead of having a piece of loot everybody can grab, each of the two oppositions already has one half of the loot, but needs the other half to actually get the loot. I will refer to this as the "Chest" and the "Key" from now on. If you don't defeat your enemy to get the Key your Chest will be worthless (and the other way around). Questions: How should those two items be distributed? To whom shall they be distributed? How to make sure all nations get the same chances for loot (and not always randomly the same two)? Where will these events take place and how do you allow easy access to them? What should chests contain to make them rewarding over a long term? Now it gets a bit roleplay-ish because i thougt of how these mechanics could be described around 1800. Let's go! The first step for Nation A is to get three keys. To get a Key, it will raid a port. When the raid is successfull, it will search the prison cells for captured comrades and conveniently free a spy of its own who got caught. This spy managed to steal a key from Nation B together with a hint on where 3 valuable chests are stored. This Key+Note will now drop on a random player in the raid fleet and is from now on indestructible. It can be transfered to any other player of the same nation, but one player may only own one key at a time. After three successfull raids you will know where the enemies chests are hidden, but you can only get one active key per region! One set of Keys will have to be collected from the same Nation (you can still have Keys from different Nations, but these Keys together won't trigger any event, they're not related). You will have to attack multiple regions, so Nations with a high number of ports will have a difficult time and undeliberately feeding others with keys*, while small nations can easier defend. E.g. it could be hints like: - the port lies on Santo Domingo - the port is owned by the French (Nation C) - the port produces Red Wood Which leads us to Sale-Trou. The spawn chance (like, for the chest storage port) is equal for each nation = 1/7 (Pirates love chests so well include them. yay!). The chest location may spawn at a different nation than where the Keys came from, that's unavoidable for balancing issues. In Event-Mode even allies could be able to attack each other and fight over Keys and Chests.** The Admirality of Nation A (aka the system) now sets a time for the attack. The plan is to bring the Keys to the port, open the chests, and leave with whatever they contain (Don't tell me now stealing the chests is easier dumbnut!). Meanwhile... Nation C's Admirality is very confused about three missing Keys and can't explain their disappearance. To make sure their valuable chests are safe they order to relocate them and sets a time for the transport, which - you knew it already - magically is the exact same time the enemy will attack Time for the climax! Nation A will try to escort 3 Keys from La Navasse (closest Free Town) to Sale-Trou, while Nation C will try to escort 3 chests to La Navasse (to send them away)! They meet somewhere in the middle and clash. But maybe they scouted ahead and already know whats coming. The Admirality had the great idea to mark Key and Chest carriers with giant flags so they could be protected better. They didn't think that the enemy would see these flags too. Both sides will now continue to try and deliver their Keys/Chests, while at the same time trying to steal their enemies Keys/Chests. Sinking a carrier will then mean the carried Key/Chest is captured (they rescue it out of the wreck). It won't have to be carried to La Navasse/Sale-Trou anymore, we just assume it teleported there. E.g. Nation A sank one Chest carrier, his Chest is now back at Sale-Trou. To open it Nation A now also needs to deliver one of their Keys to Sale-Trou to get one part of the loot. What can happen: - no carriers get sunk: they Keys and Chests get delivered, but without their counterparts theyre worthless (no loot) - all carriers get sunk: the Keys and Chests switch sides (worthless again), but will not be reusable after the event (no loot) - one Nation sinks all carriers and delivers all items (3x loot for one) - a mix of both nations sinking and not sinking, delivering and not delivering items (1x or 2x loot for both) Some additional things: - Allies can help but wont get loot (except you gift them some) - To make travel to the event easy, I wanna propose to add an "Event-Outpost"-Slot. It's linked with your capital, for the duration of the event you can access all ships from your capital as if they were in that Free Town - To make the BPs meaningful, I had the idea for them to be consumables. Use them for the ship then they disappear. It could even be in the future that only basic ships (Cutter, Brig, Frigate, 3rd Rate, ...) are unlocked with crafting level, while all other special ships are event drops (PBs or high-end NPC mission could be events too) *Which might be a reason to make Hostility also drop into the negative if regions are inactive and reverse to neutral at some point. But that's material for another suggestion **Possibly only nations marked as enemy (WAR state) can be counterparts, the chance is the same for those then That's it! I edited a lot of things after i wrote them, so if something is not clear feel free to ask and give feedback. Thanks for taking the time, and if you like my suggestion please upboat Fair seas, Havelock
  5. Ty Ink, these bubbles hurt my profile pic design It's only possible to have one image in the signature. (Old signatures still work tho) Since some of us (like me) also have rank badges or flags next to their signature it would be nice if they could be increased to 2 or 3.
  6. I keep wondering which council members are the two on the left...
  7. The current state is something inbetween war and peace, so this poll doesn't even make sense. lawl
  8. Somebody seems quite unhappy with the agreements here...
  9. I often read it's the Devs job to change the mechanics, which is true to some point that they shouldn't be abusable or gamebreaking. But Naval Action gets advertised as an Sandbox game. If the Clans on PvP One decide to transfer it into a sailing regatta game where tagging in the OW is a tactic to slow down your opponents thats fine. It's not the Devs job to add a timer and a finish line then. What im trying to say: The Players decide how they play a game, and while it might not be what the Devs initially thougt it would be, it doesn't mean it's automatically bad. EDIT: Also, im taking registration for that sailing regatta thing now. It needs to happen.
  10. This offer never reached Sweden. The offer of canceling the alliance with Britain and France for a danish ALliance is an old offer from 19 days ago which was decided to be inacceptable.
  11. Np mate, you're not in a clan. Be free, wander the beautiful lands of Narnia!
  12. I wrote Sweden on purpose, because the answer i want to give to Herminator wont be HREs decision, but a decision made by all affected parties together.
  13. I will gladly talk with you Herminator, as ive told you in TS before you opened up this attention cry Thread. I would have prefered talking with you in private, and in my opinion an ultimatum bend to 18 CET is not the right way to approach a diplomatic solution. As you can imagine, there are several meetings today to discuss yesterdays events. Once opinions of allies has been collected and discussed, Sweden will reach out to you. Sincerely, Havelock, Admiral of HRE
  14. Hallo Carl! Wenn du deutsche Mitspieler suchst, empfehle ich dir als Nation Schweden. Wir sind hier in einem Clan mit etwa 20 Leuten versammelt und freuen uns immer über neue Mitspieler. Du findest uns natürlich im Spiel oder auf unserem TS unter navalaction.teamspeak.de:10162 Grüße, Havelock
  15. Since Surprise is even more overgunned than the Renomee, shouldn't the Reno have less than 100BR? There's nothing about the Renomee which justifies a 120BR (and it also makes the honour kills harder).
  16. Im getting this error aswell right now, also happened yesterday around another time. I guess its the steamcommuntiy servers having issues EDIT: This site should tell you when the steamcommunity is up again http://www.isitdownrightnow.com/steamcommunity.com.html
  17. Outposts brauchen wir anfangs überhaupt nicht! An neutralen Häfen kannst du anlegen und reparieren (oder hat sich da was geändert?). Wenn du woanders ein Schiff kaufst musst du dein altes zurücklassen, da wir aber am Anfang noch mit der Basic Lynx unterwegs sind macht das nix aus. Am besten das gesamte Gold auf Mercury oder Snow ansparen (dafür nicht zuviel ausgeben, die werden auch nicht allzu lange im Einsatz sein). Danach Gold für die BellePoule sparen und ein paar Häfen für Teleport eröffnen. Aber nicht mehr als 3 eröffnen, nach dem 4ten Hafen steigen die Kosten an!
  18. Does the anchor at Matthew Town (Southern Port of the Pirate circle thing) mean its a capital? If yes, you can mark Pitt's Town too, thats the Neutral Port where I started.
  19. Also, Parrot Cay is French and Port Howe is British. Edit: Sry, i didnt know some Ports changed their nationality D:
  20. Salina Point Neutral 22,225 -74,225 Parrot Cay French 21,920 -72,070 Port Howe British 24,155 -75,333 Gibuara (In-Game) Gibara (Google Maps) Spain 21,125 -76,130 Puerto de Nipe (In-Game) Playa de Morales (Google Maps) Neutral 20,920 75,610 Baracoa Spain 20,365 -74,500
  21. I'd like to add some ports, but can't download the image. You gotta upload it another way!
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