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Hassie

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  1. So along with the smaller idea i put forth in my other post, this is something that will be made for larger groups of people, and more late game oriented, as opposed to early and mid game focused. So Europe, in my humble opinion, is tantalizingly close, and yet it is so hopelessly far out of reach of the player base. The whole goal of creating the ports, mines and farms in the new world, was to bring back all that which was produced there, for the rich and elite people of Europe mostly. I don't want to go into semantics about what did, and didn't find it's way back to Europe regularly, as that can be handled in game. Many items show up on ships or in ports, that have no place magically showing up there. They need to arrive from Europe, and they should do it by ship, and not just any ship, by by large treasure fleets, or national Armadas. What I am getting at is to make every nation, and yes even the pirates, as Northern Africa was an ally of the Ottoman Empire, and were basically run by pirates, have 1 hub port, that European goods are flowing in and out of. The capitals are the obvious choice, as they cannot be captured. So my idea is to create a tab for selling items up in Europe, by placing goods there, and after the fleet sails to Europe, and back, you are given your share of the money that was agreed upon before. Now how is this any different than just selling the items to the ports in the Caribbean as we are doing right now, I hear you typing already. That is a completely valid point, and adding more steps to a streamlined system, for the sake of more steps only, doesn't make a lick of sense. Well this is where the late game mmo raid style game play, comes into things. . . So the fleet would need to be tangible, not a magical transport system like what is currently in the game. Items magically appear in ports, and disappear from ports during the server economy reset every night, but my plan is to not alter that in the slightest, or maybe eventually incorporate my idea into that later. So the fleet being tangible, and holding every item that needs to go back to the old world, would therefor need to leave the capital port, at a designate time, and sail to an agreed upon location that would represent further travel to Europe. Probably somewhere on the eastern most spot visible on the map. Each country could have their own spot, that would make for somewhat equal travel distance for each country, from their capital. Obviously some capitals are MUCH further away from the eastern-most visible spot on the map, but some compromises would have to be made. So while this fleet is underway, and traveling, at a decent speed, but not altogether too fast, they would need protection. I would recommend they be given a small but not insignificant defense force, that would deter any single person, or small group, from being able to easily attack and capture the cargo from the fleet. This battle should be Port Battle sized combat, but in the open sea, and with either high value goods bound for Europe as their reward, OR if the fleet is on it's way back, cold hard cash as their reward. Now the idea would be that you would need to organize your own defense of this fleet while it travels in unsafe waters. It would be similar in scope to a Port Battle, in that with proper planning, you can get a sizable reward for the people involved. Some countries are small though, I hear you typing, and therefor could not mount a strong enough defense force to protect their fleet. This is also a valid point, but because this fleet will be 100% player driven, if a country has too few players to defend their treasure fleet, they probably have too few people to load goods onto the fleet, or at least too few to need a large fleet for their goods, and making the speed of the fleet inversely tied to the size of the fleet and amount of goods going back to Europe, would help alleviate this problem, as you could make it fast enough that only ships of qualifying speeds would pose any danger, and they could adjust their defense accordingly, to run interference and get their fleet out sight and to safety before danger befalls it. This could also work for goods coming from Africa, as the same tab could have a spot to add gold to buy ivory, or other such items that would come from Africa, and the fleets would act in reverse, with the outbound fleet having the large amount of cold hard cash on it, and the returning fleet having the large amount of items to be stolen. Now the prices would need to be handled in a way that it makes sense to use this feature, and it should be used perhaps once or twice a week, where your ships leave on a Monday, and return on a Friday perhaps. The times could either be hard coded, or make them variable depending on the devs idea of how this should function within the confines of the game as a whole. This is something that I have wanted for awhile, and I think it is a VERY smart way to add more late game content to an MMO, in what I would term as a "Late Game Multi-Group Raid." Please, this is a conversation, and I would be happy to hear your thoughts or concerns regarding this idea. No constructive criticism is bad, and I am open to anything. Thank you for reading all this, and have a great day. Hassie (I know that this has been suggested before, in varying different ways, though I think I added some of my own thoughts, that it is not a carbon copy of any previous idea put forward.)
  2. We need more mission options than what is currently in the game. I have several ideas, for short missions, to go along with my other post, (Late Game, Large Group Raid idea.) So I would like to see another type of mission, where you are tasked with the capture of a pirate/fugitive. This can work for every nation obviously, even pirates. Be told that you must locate and capture a certain enemy of the state, and that you must meet the captain of a vessel in a spot out in the ocean, to help collect this fugitive. The mission would see you go to a spot to meet an ai vessel, where you will start a fleet battle, a 2v1 battle, where you get the help of 1 allied ship, and must face an enemy ship of equal or slightly greater strength than your own. I am talking about fighting against a Mercury in your Niagara, or against an Indy in your Indy, and the ai vessel on your side would be something of much lesser value, say if we used the Indy example, your helper ship would be a Cerberus, or maybe only a Mercury. The point of this helper ship, is not to actually win the battle for you, but to take some shots, and create a situation where newer players feel more comfortable in a 2v1 situation, but also make the ultimate goal to board and capture the person in question. You can make it very obviously better to board the vessel, by giving only one fifth the reward gold if you destroy the ship and kill the person you were supposed to retrieve. I would also like to see missions like these tied to a separate admiralty score, that goes up with the completion of missions like this, or capturing enemy ships for your country from the ai(And sending them back to the admiralty to be scrapped for parts, something that SHOULD be happening right now on the PVP servers, but isn't.) and helping out in Port Battles, both attacking and defending. Adding a score that represents how much you are loved or hated by your country, that is not tied to your rank at all, adds something that can be raised for some small benefits, such as giving players slightly better rewards for missions, more missions choices or really there are dozens of things you can reward the player with that makes them want to keep coming back and playing, without directly giving them money or xp. Thoughts, concerns? Please this is a place of conversation, there is no constructive criticism that will be unwelcome. Hassie
  3. I like the idea of both a list of names, both historical and historically fitting, that can be chosen. I also think that giving your ship a name should also be allowed, but I think a named ship is SPECIFICALLY a paid item. Buy a $2.99 naming token, that let's you rename any ship to anything you want, with the one caveat being "All names must fit the time period, and should be either approved by an in game mod or dev, or accept the consequences of the ship having the name reverted." Naming a ship, or officers on a ship, or having sails with a fine embroidered design, or fancy figurehead on your ship, all seem like dress up things, that add no advantage in game, but add fun to the player that has it, and the people that fight alongside, or against said person. It is in my humble opinion, similar to gun skins in CS:GO. You know how much GabeN makes off those skins? Well I am all for this game making a little scratch to add more content, via us getting some naming rights to ships.
  4. I don't know the reason they changed it to 100, but the admin and I had a debate on how the economy system was flawed. He said that on a multiplayer game, having the server change the price on the fly of goods, with upwards of 1000 people buying things, maybe all at the same port, and the same goods, was not feasible. I still say there is no reason the server cannot make the calculations for how much 1000 with a scaling price each, as opposed to the 100 at 20, then you have to do another purchase of 100 at 20 again, until the price goes up to 21, after you buy 400. The server can just as easily figure it out if you buy 2000, when the price point goes up, and so when you want to buy 2000 at 20, you don't pay 40,000, you pay the actual price of the goods at the price increases as buy more. The admin seems to think this was possible in a single player game like Port Royale or Rise of Venice, but it is a different story in a multiplayer game. . .except both those games had multiplayer function, albeit on a smaller scale.
  5. I don't necessarily think that the amount that were used in the Caribbean should matter that much either. They put Sweden as a starting nation in the game, although Sweden only had a passing stake on St Barthemy, and Gustavia after buying it from the French, and there is no Portugal in the game, which it can be argued had a much greater presence in the area, especially Brazil. I know this game is supposedly set in a time period where Sweden did control the Port of Gustavia some many years, but Sweden also made the port a free port, and allowed all nation's traders to enter. Sugar was the commodity of choice for many of the empires, and yet I do not think it is even something that can be bought currently. So there were not straight Galleys that were operated in the Caribbean according to all known records? Well maybe not, but if there were more Galley Frigates (Oared Frigates) like Captain Kidd's Adventure Galley, perhaps more captains would have used them for how agile they were in battle and the ability to move in a headwind, or no wind. None of us were captains back then, and if we were, and had the power to do so, maybe we would have taken a completely different approach to Naval Affairs. I do not think that everything should come down to, what was used the most often, by the most countries, and anything that was more niche, or only saw limited action, not allowed in the game. The admins want a somewhat historically accurate depiction of being a captain, where we rarely see other ships outside trade lanes, and we aren't given events from the crown. There is only so much that is known about those times in this area. To say that the governor and his lackeys didn't constantly send ships on patrol for whatever, or that there werent thousands of private ships throughout the caribbean, fishing, whaling, crabbing or whatever, seems nonsensical. I would like to see Xebecs partly because they are a stronger, faster pirating ship compared to the other fast ships. I would like to see private merchants, in business for themselves, or their company, sailing them to earn profit selling their plantation of sugar to the Swedes. I would like to see all recipes that require Iron Ore, to also accept Swedish Iron, because if you think about it, it isn't some magical stuff that can't be used in ship construction, so historically speaking, it should be able to be used in those recipes.
  6. I propose that these town's resource production, be assisted by player resource production. So Companies should be allowed to hire workers, buy rights to land that an iron mine sits on, and pay to extract that iron, so that they can in turn distribute it to their clan members, or put up contracts to sell it to other players. I believe the iron ore in the market, doesn't make a lot of sense, in that who owns that iron ore to begin with? Is it a merchant? Is it the town itself? I believe the economy should be driven by player companies in this way, with all resources. I also do not think that it should be given for nothing though. These lands were far away, and there were many storms and other natural and unnatural disasters, such as natives attacking. So the iron mine should be a risky venture if all you do is hire workers/force slave labor, and wait for the resources to pile in. Hiring guards, hiring a good leader to run it, and add small random quests like "Workers need better pants to work the hours they are required: Provide 500 textile ( 25% bonus production for 30 game days) I think anything to get away from resources appearing in NPC stores, that doesn't require anyone to use contracts, or trade with each other. Maybe it is not what you devs envisioned with your game, I don't know, but I'd like to see more options on the economy side, including adding historical Companies like the Dutch East India company types. Just my 2 cents
  7. Yes. In reference to Galleys, I was thinking mostly about the Galley Frigate and I thought Captain Kidd had a Galley Frigate, and he indeed did, though he sank it after years of service, at Madagascar, when it started to show it's age. I guess it is considered an "Oared Frigate." It is known as the Adventure Galley, and the remains were just recently thought to have been located at Ile Saint Marie. Supposedly could travel 3knots under oar power with no wind, and 14 knots with wind powering her. I suppose my request for both an oared frigate, and xebecs, stems to, give as many options as possible for people. In the case of wars between nations, and clans, giving numerous options, gives people the chance to find ways of fighting that suits their skills, as well as what they find the most fun. Maybe only 1 in 50 people would want a xebec, but the more that can be added to this game of historical value, the better.
  8. Are there plans to add other ship types, besides purely sail propelled ships? I was thinking in regards to the galleys that pirates used, as I do not believe they are in the game currently. I believe the Barbary Pirates used galleys to great success. I also think Captain Kidd used a Galley Frigate, of some 30 something guns, with sails and oars, that made it extremely agile in battle. I also don't think there are any Xebecs in the game currently, though I could be wrong on this as well. They often times did have oars as well, and lateen sails, but they often had many more guns than that of a Lynx or Cutter. 2 or 3 masts I think as well. I always like Xebecs for pirating in games, as they are generally the fastest ship of the Frigate size ships, and could almost always dance around frigates, corvettes and the like. They were also used by merchants when not in war time, as they sailed well.
  9. I think to engage the trader fleets, maybe add a higher volume of low to mid tier pirates and privateer vessels of other nations to "common" trade sailing routes. You can make it so that 20% can go to the frigates in a fleet with you, that are watching your back. So they get all the rewards from the battles for protecting you, a promise of battle for those action oriented, and a nice little bonus at the end of the trip. This could help get traders more involved with their nations and clans, as they can be the bank rolls to finance clan or national wars, by amassing small fortunes, and moving goods around for crafters to make those pretty ships, upgrades and cannons, but only if those merchants are protected. It also would be a hot point to raid as you know those traders will be carrying valuable goods. All ports should also have basic demands, and no port should want zero of something like french wine, or indian tea. They all would want it to some degree, unless they produce it themselves.It is early yet, still a lot of tweaking to get everything right, but I think it is headed in the right direction.
  10. I understand what you are saying. I was not trying to say that what I said had to be specific, I was trying to make the point that I prefer many more upgrades, permanent and regular, as well as many more characteristics, and many types of officers. I prefer diversity, and as many ways to play the game as can be thought of. Perhaps with an abundance, numerous great builds could be found, and a few best, with some that happen to counter said builds. I think this type of cat and mouse game for battles would make clan wars much more fun.
  11. No, but perhaps they had a seasoned sailor with a spyglass up there, that even in heavy seas, could give you much better ranges then you could gather 40 feet below. And if you have seen any of the upgrades, and the percentage increase they give, mostly 10% at mastercraft, I think a well seasoned sailor could give you ranges out on the sea at least 10% better when given a nice spyglass, and a height advantage where his view wasn't constantly obstructed by waves.
  12. Well I could think of some random things that could add characteristics to ships. Something like say. . . "Higher Crows Nest: Better cannon accuracy, from less to more" (Idea being your man up there can give you a better distance to target "Oar holes: Against wind speed bonus, some to more than some" "Large cannon holes: Increased cannon vertical/horizontal aiming, less to more" "Bow Figurine: Morale bonus, less to more" "Bow breaker: Increased ramming damage, less to more" "Larger Triangle sails: Increased side wind speed, less to more" I could probably come up with a dozen more random things. I was also thinking of officers, and the amount any given ship could have, and was looking at regular and permanent upgrades. Perhaps a ship could have a number similar to those, when built.
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