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Capt. Rice

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Posts posted by Capt. Rice

  1. wish to offer my services .... as a moderator... I have made previous requests via pm ..

     

    i am on pvp one and since i work making models for the game i spend alot of time at my pc and therefore in game.....

     

    always willing to help out players with anything no matter how trivial.

     

     

    please let me know

    Sorry to break it you but they said they dont need mods for pvp1 but for the other severs.

  2. The idea itself is not bad. It would also solve the problem with the port timers. But I would also like some kind of port battle mechanics like potbs.

    Don't know maybe some kind of combination of both. Like the first 2-3 ports of the border can be attacked but you have to prepare the attacks.

    Yea i thought maybe port battles have to be prepped before taking them so people know.  but thats pb mechanics and this is for map conquest over all.

  3. Sooo many options.

     

    Right now an Iron mine is an Iron mine but they could add a source quality and provide low quality production (Less per upgrade, higher cost, more labor) close to home in easy to control areas to prevent complete starvation, and high quality (more production, less cost, less labor) in contested areas.

    yes give a reward for leaving the comforts of home....

  4. Another thing this type of system would do is allow the devs to create resource specific ports in strategic locations for conquest and natural competition between nations.

     

    If two nations only had one iron or stone port to fight over, they would fight there because they had to, or fight at a similar port on another boarder with a different nation.

     

    It would also allow the devs to plan the Free ports around being outlets and relief for losing these fights, so as to help manage the loss of key production without crippling a nation entirely.

     

    Add in AI traders that carry what the local ports produce, and you have a second outlet and constant skirmishes along a fairly consistent "front".

    Yes this what they could add. as this model allows for ports to have their bonuses beside just goods.  For exp. one port could give a national buff of 5% to iron production building. the options are many for this.

     

    Planetside 1:

    Launched with no lattice.

    Added a lattice later to promote more PvP and less "empty base capturing".

     

    Planetside 2:

    Launched with a Risk-style loose lattice of bordering locales.

    Switched to a lattice because the Risk-style system was still too loose and did not promote PvP enough while encouraging too much "empty base capturing".

     

    Battleground Europe (aka World World 2 Online)

    Launched with no lattice.

    Switched to a sophisticated lattice system involving army movements and reinforcement concepts because there was too much "empty base capturing" and therefore too much "sit in the empty base and wait for enemies" gameplay.

     

     

     

    Every game designer starts off thinking "players should have lots of freedom. Sandboxes are great!"

    Every game designer is proven wrong. Players are mostly idiots.

    Yea a lattice system does promote more pvp but this doesn't mean you have to stay  at the front lines...you could go behind enemy line an disrupt trade or what ever you like this just makes conquest more funneled instead of all over the place. which doesn't hurt any one.

  5. So there are tons of options the devs. can take when it come to conquest. An right now Port battles are a very touchy subject.

    This Suggestion will focus on the the expansion part of the map rather then Port battles it's self.

     

     

    So here goes my suggestion. Keep in mind im not telling every one how it should be but just and ideal of what it could be.

     

     

     

    Lets start off by saying that open world is big and vast. With a map this size players can spread out and not even see another player for days. This can even be longer for lower pop severs.

    One of the main aspects of the game is PVP battles. To have a healthy pvp sever you need a healthy pvp population which can be contributed by a many of factors ranging from the rank of a player to overall econ of a nation.  But the bottom line is player base and population. With out players looking pvp there will be no pvp. So back to the topic of the map. Since the map is so big, any given amount of players can be at any given place. which makes pvp lacking in some regards.

     

     

     

    Having a well know area where the enemy players will be or most likely will be, can help people find pvp.  So if you know where the enemy fronts are you can easily go looking for a fight. So i suggest that the map should be like this.

     

    vzgO1df.png

    (Not fully finished this just and example)

     

    When you look at the map you see line between ports. and for this demonstration lets say i am playing the Spanish nation.  The lines will represent the links between each port.  

     

     

    ---------------- (green line)  =  ports are lined to ones nation port. Ports that are connected by this color can be captured unless its a free port.

    ----------------  (blue line)    = neutral ports links.  You will need to capture these port if you want them.

    ----------------(Orange Line)= Contested links. These link means that these are the enemies nation links. if an enemy link is connected to one of you ports the enemy can attack you port.

     

     

     

    With this suggestion it will make conquest more direct. It will also present clear boarders between nation and will focus players when taking ports.This in turn will make players who are focused on pvp/conquest be more present at said Fronts. This can also give a sense of security for players to move away from the center of their nation outwards as it would take a nation to capture ports systematically.

     

    More can be added to this concept.  Like supply missions to bring x supplies to a port to bolster it.  Certain ports can add nation buffs.  Having so many ports can cause a nation economy to hurt. if allowed to get that way.  There are so many possibilities from this.

     

     

    • Like 3
  6. Of course it would hurt the economy if you wiped.i too would be upset if i lost all my goods. But the purpose of a wipe is to clear the slate so every one can start anew and fresh.  They still haven't said that crafting exp will stay as they want to revamp crafting.  The Eco side of the game has only been out for less then a year compared to the 3 years combat has.  Keep in mind this game is in alpha.  Stop treating it as if all of this is what going to stay in the game. All of it is subject to change at the will of the developers.

  7. Several people from each nation are now hitting the highest rank and as time continues more and more 3rd rates or higher will become more  common. I like the point in the game now where seeing a 1st rate is pretty rare and something to behold and if these become extremely common like they will soon enough then they will just become the new third rate. I think having the highest level ship have only 1 durability does help this. 

     

    XP depreciation will also give incentive to max rank players incentive to continue to do missions and play the game.

     

    To combat this I would recommend that upon hitting Flag Captain that your XP begins to depreciate at 10% per week. As you get higher in rank this 10% will become more xp and harder to maintain. You can drop rank due to depreciation but not below Flag Captain. This will make more people use third rates which is more historically accurate than every person being in a 1st rate ship.   

    This would hit the casual players and pretty much hurt any players who do not play constantly.

  8. I proposed a system where in conquest the ports are linked, so that adjacent ports had to be captured to progress. that would make battle lines in conquest be known and it would funnel pvp to the front lines due to the size of the world.

    The port decay system just makes more work and discourages people to even expanding far. Decaying ports would hurt even smaller nation as they would not be able to keep port beyond their population .  To have more battles you need to funnel your players to the front lines.  You look at planetside and you can clearly see where major battle are. The Flag thing could add a slower over all conquest and would actually help. 

  9. then the formula for recoil is needed right?

     

    Pf+Pp=0

     

    where 3c4048cb1d66aa4a1b5119d3b242fce9.png is the momentum of the cannon and d7bc589c398b48e1e067fa1eb5de5f3e.png is the momentum of the projectile. In other words, immediately after firing, the momentum of the cannon is equal and opposite to the momentum of the projectile.

    • Like 1
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