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Showing results for tags 'battle entry'.
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Problem : Battle initiations can be abused very easily and result in many ganging battles. You can keep half of the fleet in distance while baiting with single ship. Ships not visible in horizon appears (teleports) in your battle in no time. 2 minute timer is a long one comparing ow speed. Baiting was used since beginning to drag enemies into traps. That creates lost of frustration which diverts players out of the game. Sailing alone is becoming rarer and rarer. You never know when some enemy will drop from the sky right behind you. 20 minute timer based on BR adds some interesting options but yet it is far away of being immersive. If you are in a higher BR like constitution and attacking Agamemnon, you should always be ready for a Bellona dropping from the sky in next 20 minutes. The position you entered the battle keeps changing in another parallel realm called open world. when you were engaging the enemy, empty sea turns to a death trap after the battle, full with revenge seekers. Everything above, forces you to sail in a group. Adding you as another ganging squad. Solo playing style is important and should have place if you want the game to succeed. Best gang win mentality has no future. Solution : JOINING BATTLE: Keep the battles open till the end. Inside battle, mark the enemy and ally join directions on mini map. People should join the battle based on time they are entering. Place the ship away from center of the battle as following: Keep the center of battle as reference point. Coordinate (o,o), OW speed multiplier = 4 (whatever it is) If 1 minute passed in battle : Ship speed 13 kn (6,69 m/s), (60x4) x 6,69 = 1.605m.(OW distance when battle started). 1605 - (60x 6.69) = spawns 1.203m away from start point (we assume ship sailed for 1 min in battle instance). If 1 minute passed in battle: Ships sped is 10.5 kn (= 5,40 m/s), (60x4) x 5,40 = 1.269m (OW distance when battle started). 1269-(60x5,40) = spawns 945m away from start point (for ships outside, slower ships should be closer to able to join in same time with faster ships) If 10 minutes passed in battle : Ship speed 13kn (6,69m/s), (10x60x4) x 6,69 = 16.056m (OW distance when battle started). 16.056-(10x60x6,69) = spawns 12.042m away from start point if 10 minutes passed in battle: Sip speed 10.5kn (5,40m/s), (10x60x4) x 5,40 = 12.960m (OW distance when battle started). 12.960 - (10x60x5,40) = spawns 9.720m away from start point Briefly we are putting them in their respective places when battle started + assuming them sailed same time inside battle. Condition 1 - Battle is very close to land or distance calculation considering join directions are on land: Move the ship to closest sea tile, with closest direction for calculated distance. Condition 2 - Somebody sails out of the port and joins or the battle is right in front of port: Join him as above, keep the distance and move him to corresponding sea tile, far away from his actual position. We are simulating arrival time (which is important) not starting position. Put a timer on battle screen outside in OW, people should know if it is worth joining or not. As a captain in instance if you wish to run, hoping for help go to your ally join direction. That way you will get closer to friendly late joiners. EDIT: Possible exploit, people joining battles to escape enemy. OW threat has higher priority, hence we can introduce 10 sec stationary joining time to allow anyone outside to able to attack you. Your timer resets as soon as someone start targeting you (if BR check of attacker fail after 10 sec, you join). e.g : You clicked, enemy start attacking you at 9th sec. Your time reset but server keeps checking for BR difference, informing player with a message. If BR fail at your 19th sec, you join and battle start loading. your spawning distance will be calculated according to time you click to join (your arrival time). BR difference, battle group rules for tagging still apply to avoid exploits. EXITING BATTLE: Give two options on exit screen. Stay where you are in OW : You pop up outside ready to be attacked and attack. No invisibility timer. Sail away: Depending on the time spend in battle you gain invisibility and you can not see other players meanwhile.(to avoid exploit) (Formula : 10√x+x/2, you can find the better one) 5 min in battle: 10√5 +5/2 = 22,3 +2,5 = 24,8 sec invisibility (no speed boost) 10 min in battle: 10√10 =31,6 + 5 = 37, 1 sec invisibility (no speed boost) 45 min in battle: 10√45 +45/2= 67 + 22,5 = 89,5 sec invisibility (no speed boost) 90 min in battle: 10√90 + 90/2=94,8 + 45 = 139.8 sec invisibility (no speed boost) If player attacks AI: Only one option will be available to leave battle : Stay where you are in OW (to avoid exploits) IF any enemy joins during the battle, regardless if he stays, sinks, leave; the second option to "sail away" become available. BENEFITS: Total immersion and simulation. No magical beamed ships appearing on water. What you see is what you fight Sailing closer in OW become important = better immersion and predictibility No more Ganging traps More enjoyable fights! FINALLY SOLO OPTION FOR THE GAME, which is crucial.
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Goal: Open World should be about fleet and ship movements and positioning.So having good tactical placement of assets is just as important as getting a good shot of in battle. Hence the transition of open world to battle should be as smooth as possible. However, we don't want to fight 4+ hour long engagements like the battle of Trafalgar. Nor do we want to sail hours to get into any engagement. Hence we have the time dilution between open world and battle. With neither being a truly realistic flow of time. Let me propose to fully take away the battle entry timer. Does this mean you get to enter a battle at any time at close distance? No. Ship positioning will still be of the utmost importance. Instead we first divide the initiation of battle into 2 segments: Tagging, this segment is out of scope for this proposal, but might be retweaked. Battle entry. Now we have tried numerous different options for battle entry and numerous other options have been proposed. Rather than making an inventory, I'll write up this proposal based on the posts I did manage to see and read. Therefore I can't be credited for this suggestion, rather it is a mix and/or accumulation of ones that have already been made. Kudos for everyone who proposed them. Note that to become a full participant of open world only takes 2 minutes (currently) while the circle will keep on expanding after that. However the goal of "Anybody visible on OW can join the fray, nobody else." I do not consider breached as after 2 minutes your join distance is almost 3 km, an average 8 minutes sail away. For reference I made a time/distance chart: https://docs.google.com/spreadsheets/d/1VIzDMmnXiq59XBjVmlIvntCm2RTcoypymowm4Qh7S4A/edit#gid=0 TL;DR: To be eligible for battle entry outside of the tagging circle, you must be a full participant of open world. See http://forum.game-labs.net/index.php?/topic/14536-to-gank-or-be-ganked-that-is-the-question/ Again, tagging (segment 1) works differently. Beforehand each player can choose the distance he or she wants to engage at, the minimum being half the diameter of the current tag circle. (If you get tagged, you are forced to enter battle.) The battle entry circle then starts to expand with an acceleration of 0.4 m/s^2. If any enemy is closer to the player than the battle, the player is not allowed to enter that battle. If the circle edge hits a player and the distance is lower than the chosen engagement distance, the player enters that battle. If the circle edge hits a player and the player is part of a group and a group member is dragged into that battle and the engagement distance chosen is lower than the distance to that group member, the player enters that battle. (Gasp for air, purpose is to keep groups together in a battle.) If the battle is "semi-full" (based on prevailing criteria, currently 25 per side), the player only enters battle if a group member is in. If the battle is full, then tough luck. NPCs will always have the minimum distance set. To annoy Fasti, the distance can be set using a slider (in 100m increments). I reserve the right to keep the rules up to date, so please revise your vote accordingly when it happens. We'll do a simple, yes or no vote. Does anybody see a potential exploit here? [edit 2016-06-22] typo [edit 2016-06-23] clarified battle entry/join vs open world entry. Added time/distance clarifications. [edit 2016-06-23] clarified joining happens on the edge of the circle and added calculations up to 18km. Plus engagement distance must be chosen beforehand. [edit 2016-05-25] http://forum.game-labs.net/index.php?/topic/14789-faul-battle-entry-timer-be-gone-with-thou/?p=275045far dragging