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Some of you look down upon the PvE community. But don't underestimate them. Player may return to PvP server one day, others make their first experiences here. Some found a way to still love the game which would be dead for them if only the PvP world would exist, after having been ganked once too often... So, for the sake of Naval Action, also PvE server needs some love and new content for attracting players there, maybe something which does not even exist on PvP. And here it is, such thing. -- PvE server could have something dynamic too, like flipping ports and nations fighting against each other. How could this be done without breaking the 'prime directive' of PvE, which is apparently: no PvP ever? And why should PvE players not have some fun like you PvP players with your port battles? An alternative way of struggling for port conquest? My idea tries to implement RvR and port conquest on PvE server without actually one player having to fight against another. Conquest of neutral ports is not done by hostility missions and port battles, but by the result of a mix of four factors which are: fighting NPC enemy of certain nationality in the vicinity of desired ports (A) prevailing market shares in the economy of that port in question (B) number of outposts in this port, in regard of nationalities behind the ownership (C) production rating created by buildings belonging to those outposts (D) Free towns and capital areas of primary nations (GB, FR, ES, NL, Pirates) are not a legitimate target for conquest. Changing the national status of a once neutral port is determined once a week, not daily, for giving enough time for accumulating enough material for the four factors A - D which determine the outcome of attempted flipping. After each week, the server will do automated math about activities around each port and give it to the nation which achieved the most influence over those factors, transparent to the community on a sort of conquest board like what you get on your map in PvP. Changing the nationality of a port means on PvE server: outposts will continue to exist for everyone, but war ships of other nations than the new owner will not be able to enter. Even new outposts can still be set up by foreigners (as is necessary for one of my four factors anyway). A leader board for nations owning ports appears on PvE map info tab. I will now show how those four factors are supposed to work, in an example calculation for a port, say; La Desconocida. Nations involved are V, W, X, Y, Z. (A) Fighting AI fleets in vicinity Players attack AI fleets as usual, but within 15k or 20k diameter around port it will enter the calculation for that port's future ownership. And it matters which nationality among AI you are attacking, for the first time on PvE that does make a difference! Battle Ratings of all ships sunk by players influence how one nation begins to prevail over another in that area. And only there. Fictional calculation as example (did not look up BR, it's just for giving some numbers): Nation V scored 1800 BR against nation W, 600 against X, 300 against Y, 1080 against Z. Nation W scored 1050 against V, 2000 against X, 1500 against Y, 770 against Z. Nation X scored 850 against V, 350 against W, 2800 against Y, 1400 against Z. Nation Y scored 800 against V, 850 against W, 1200 against X, 450 against Z. Nation Z scored 200 against V, 550 against W, 900 against X, 300 against Y. Now those results enter the big picture of all enemy BR having been sunk by each nation around La Desconocida in a week, minus BR gotten inflicted on their own side by the other nations: Nation V: 3780 - (1050+850+800+200) = 880 Nation W: 5320 - (1800+350+850+550) = 1770 Nation X: 5400 - (600+2000+1200+900) = 700 Nation Y: 3300 - (2800+300+1500+300) = - 1600 Nation Z: 1950 - (1400+1080+770+450) = - 1750 We get a qualitative ranking now, telling about who sunk most with the least own (that is still AI of course) losses. It is (1) nation W, (2) nation V, (3) nation X, (4) nation Y, (5 and last) nation Z. This is what is used in the final calculation for factor (A), as we will see at the end of this post. (B) Market shares in port trade of last week Nation V ---> sold value of 28.000 gold, bought value of 56.000 gold in La Desconocida, by all traders of that nation summarized. Total 84.000. Nation W --> sold 14.000 worth, bought 83.000 worth. Total 97.000. Nation X --> sold 5.000, bought 14.000. Total 19.000. Nation Y --> sold 7.200, bought 4.800. Total 12.000. Nation Z --> sold 33.000, bought 22.000. Total 55.000. We get a qualitative ranking in regard of market shares over a week, invisible among competitors, processed in silence by game mechanics which determines: (1) nation W, (2) nation V, (3) nation Z, (4) nation X, (5) nation Y. This is used as factor (B) in the final calculation. (C) Number of outposts in port by nationality Nation V --> 0 (none) Nation W --> 2 Nation X --> 1 Nation Y --> 3 Nation Z --> 3 Qualitative ranking for number of outposts (equal numbers share rank) during last week in La Desconocida: (1) nation Y, (1) nation Z, (2) nation W, (3) nation X, (4) nation V. This is the influence entering the final calculation as factor (C). (D)Production values by buildings belonging to national outposts What does count here is what players actively harvested or crafted by their buildings, not the numbers which have not been requested/processed via player interaction, as these may be inactive accounts. Inactive buildings with just material on stock is being ignored. In addition only resources which leave port could count, not stacks of unused stuff filling up warehouses. Nation V --> 0 (none) Nation W --> 3.600 units Nation X --> 950 units Nation Y --> 3100 units Nation Z --> 2.600 units (labor contracts should be counted x 500 for the hours they contain) Ranking over production buildings here is, collected over a week by nationality: (1) nation W, (2) nation Y, (3) nation Z, (4) nation X, (5) nation V. This is the contribution of factor (D) to the final calculation of all four influences. Now comes the finalization: Nation V --> (factor A) 2nd, (factor B ) 2nd, (factor C) 5th, (factor D) 5th ranking = average 3,5 Nation W --> 1st, 1st, 3rd, 1st = 1,5 Nation X --> 3rd, 4th, 4th, 4th = 3,75 Nation Y --> 4th, 5th, 1st, 2nd = 3,0 Nation Z --> 5th, 5th, 1st, 3rd = 3,5 Result: Nation W holds this port La Desconocida for the next week. Should two nations rank with an identical average, it means a stalemate and a third nation following their ranking will get the port for the week, as "laughing third party". -- All this calculating does not have to bother players. I only wanted to show how the server would have to interpret the events over a week of competition into port flipping efforts. People with an interest in how their nation performs and ranks will simply have to support the economy of a port they want to see theirs as much as possible, plus fight enemy AI next to the port, for doing their part for victory. For PvE server players who don't have any interest in RvR, nothing will change except they would no more be able to sail war ships into former neutral ports which changed nationality, everything else and the status of free towns is not touched. Like it is on PvP. And their traders stay as safe as ever, typical for PvE server. However, with this concept of 'trade war RvR' we would have a new dynamic on PvE server, which will make it more attractive for people to stay (and maybe prepare themselves for another attempt on PvP server afterwards).
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Hi there! I have decided to post regarding some of the sailing dynamics in Naval action. Please note that my suggestion is only for in battle sailing. As a tall ship sailor in real life, I am really excited about Naval Action overall. I have been playing for just over a week now and really enjoy the game. One area that I noticed right after being in my first battle was the sailing dynamics of the ships. Yes, they are quite realistic for a video game however I see an area which should be improved, square sails. Currently, you are able to sail very close to the wind with the square sail set and not suffer a speed penalty. In real life, if you have your square sail set and you are above, say 45 degrees to the wind, your square sail will slow the vessel down. I really think there should be a speed penalty for the square sail being set if a vessel is pointing too high. Of course, this would make the game a bit more challenging however, whats a good game without a challenge? Keep up the good work! theTopsail