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Showing results for tags 'protection'.
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I am a trader and I love this game. My ships have been ganked many times with only one option for me. Having a trade ship with cannons is just not logical. Why fight a battle way out of your league with your precious cargo at stake?! I like the naval battle aspect too, now here comes my question: Is it possible to have your trade ship flee the scene and than take over your battle ship and fight a spectacular fight to show that traders are no doormats? I mean, that your trade ship is in the clear and and whether you win or lose the battle, you can continue your trade after the battle. Follow-up question is can you switch controls in mid fight when you have too? Having a friend to protect you always is not doable unless that friend is your slave and has nothing else to do
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Hello all! So i wanted to suggest an idea for Naval Action in which a player (Merchant/Trader Intended) could hire some muscle to help protect them when transporting their ships or goods. Now that the game mechanics have changed and that we cannot teleport with items in our cargohold it is now required that players physically transport these items to where they wish to craft or sell them. Goal: To provide a Job/Contract type system in which players can be hired at a cost to escort the player issuing the contract. The Idea: 1.) The Player wishing to start the contract (Merchant/Trader) gathers their assets at a port and decides whether they wish to risk transporting it solo or to hire some player escorts. 2.) The Player plots their route Port A (Where they want to start) to Port B (Where they want to finish) 3.) If the player chose to open an Escort Contract the player creates a contract and sets the starting port, ending port, number of players they're hiring, and reward price. 4.) In the port menu on the user interface a new button will be created called "Escort Missions" or "Escort Contracts" where players can click open/current mission contracts and ask to join. The current/open mission contracts will ONLY show the starting location and not the destination for safety reasons. 5.) The player who started the group (who owns the contract mission) will see the players asking to join their escort fleet and they can accept/decline the invitation. This will be a "handshaking" system where the player asking to join sends the request and the other player has to approve the request.When a player sends a request to join the escort fleet it will tell relay the player's name, rank, and current ship. Example Rear Admiral Woody051 would like to join your Escort Fleet. Current Ship: Constitution. ACCEPT / DECLINE 6.) Once the escort group is assembled they gather up and begin sailing towards the designated destination. Once they arrive the group leader can click fulfill contract and the members or the group will each receive their payout. Pros: Adds content to the game Encourages group gameplay Creates a new job for players as a way to earn income Assists in the dispersion of the in-game resources More assets can be transported if larger merchant fleets are organized Players are rewarded for positive gameplay Cons: Some merchants/traders are too paranoid about letting others knowing where they're going Restrictions must be in place so the escorts don't just sail ahead or not stay with the group Some players might just tell enemies where they're heading. Difficulty in determining fair reward prices for hired help Escorts might "tag" or attack ships along the way against the fleet's wishes. If any of you have ever played or are familiar with the game Silkroad Online you may already be familiar with a similar system. In Silkroad there is a 3 profession system. Traders/Merchants, Hunters, and Thieves. Traders trade goods between cities for profits. Thieves prey on traders and steal anything they can to sell on the black market and they kill hunters. Hunters are like a form of "police" per say as they go around hunting down thieves and they can be hired to follow and escort Traders.
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