Jump to content
Game-Labs Forum

Search the Community

Showing results for tags 'rvr'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Naval Action
    • Naval Action Community and Support
    • Naval Action - National Wars and Piracy
    • Naval Action Gameplay Discussions
    • Naval Action - Other languages
    • Naval Action (Русский язык)
  • Age of Sail Historical Discussions
    • History
    • Shipyard
  • Ultimate General
    • Ultimate General: Civil War
    • Ultimate General: Gettysburg
    • Ultimate Admiral: Age of Sail
    • Ultimate Admiral: Dreadnoughts
    • Forum troubleshooting
  • This land is my land
    • General discussions
    • Feedback & Suggestions
    • Support
  • Game-Labs Forum
    • Jobs
    • Future games & special projects
    • General discussions
  • Naval Action Legends
    • General Discussions
    • Closed Beta Gameplay discussions
    • Legends Support Section
  • SealClubbingClub's Topics
  • Pyrates and rovers's Literature & Media
  • Pyrates and rovers's Gameplay / Roleplay
  • Pyrates and rovers's History - ships, events, personae
  • Clan [GWC] Nederlands talig {Aanmelding}'s Topics
  • Polska Flota Kaperska's Rekrutacja
  • Polska Flota Kaperska's Historia - Polska na morzach
  • Chernomoriya's Topics
  • Unsolved mysteries in plain sight's Mysteries
  • Unsolved mysteries in plain sight's The Book of Rules
  • Congress of Vienna's Global
  • Congress of Vienna's EU
  • Congress of Vienna's Historical
  • The Dutch Empire's The Dutch Empire
  • The Dutch Empire's The Dutch Empire
  • The Dutch Empire's Discord Server
  • ROVER - A treatise on proper raiding in NA developed by real events's The Rulebook
  • ROVER - A treatise on proper raiding in NA developed by real events's Tactics (methods)
  • Ship Auctions's Topics
  • Creative - Captains & Ships Logs's How to...
  • closed's Topics

Blogs

There are no results to display.

There are no results to display.

Calendars

  • Community Calendar
  • The Enclave's Pearl Harbor Day

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 131 results

  1. Extending Life to RvR - Regi’s Theory We all want this game to have longevity, so I was thinking today about different tools and mechanisms that could be used by the devs in this game to assure longevity in this game. Let’s face it, RvR and PvP is key to keeping a hardcore player base, so how do we make sure this game doesn’t become stale in 12 months (or less as most players are coming from EA). To start, let’s look at Why are RvR and PvP so important? In short, it takes the burden off Developers to create content for the player base by creating a Positive Feedback Loop. If players fight, they make content, and if there is content, people keep playing, thus creating more content, which draws new players, etc, etc. (Eve Online is a perfect example of player driven content keeping a game consistently fresh). Further to this, I see three fundamental reasons to play an RvR MMO. Firstly, the fight/challenge is enjoyable. Secondly, there is a reason to fight. Lastly, there is Hope that you, or your clan, will become ultimately successful if you continue fighting. If one of these three is lacking in a game, the feedback loop is broken, or has the potential of working backwards. Fights become boring, players become disenfranchised, less content, bad reviews, new players don’t bother buying. We’re already seeing this to an extent, so how do we avoid this happening? There are two game mechanics that have been consistently brought up in the forums that I would like to explore as examples. Port Battle BR Limits and Trading (the latter will be focused on reasons WHY to own ports). Lowering Port Battle BR Limits and BALANCE: With what we saw at the end of EA with the current BR limits was that the best way to fight a capital port battle was to have nothing but 1st rates (L’Ocean Blob). These are not only incredibly expensive to partake in requiring significant resources from a nation or clan, but also offer no opportunity for diverse tactics. There is a high probability that this will become stale, if it has not already. The most common argument for maintaining the current BR limit is that “people will always find the most powerful ships at the available battle rating, so what is the point?” Well, yes, there will always be a “META” as naturally players will find the optimal way to win. However with the current model, there is no availability for the META to change, which is primary point draw back to this current system. Before going further, lets look at other advantages of lowering BR Limits (not bothering with historical, only focusing on gameplay). A lower BR limit in port battles forces the decision of which ships each side will and won’t take. Lets take Mechwarrior as an example here. Each battle or “Drop” has a certain maximum tonnage which means you cannot just take 12 of the heaviest mechs possible. This means that there are viable selections to be made before each battle which makes things interesting. Projecting this effect to NA, a lower BR Limit would: 1. Reward preparation, organisation and discipline of clans involved. 2. Mix ship types to require more advanced strategies, or at least a higher variation of strategy being deployed in Port Battles. 3. Allow smaller, more elite clans to be competitive as an organised unit could beat a better economic backing All three of the above points cover two of the three “Fundamental Reasons to Play and RvR Game.” Fights will be enjoyable long term because: · Dynamic strategy means PB’s are less likely to become routine · Mix of ship types allow players to specialise in roles outside of just first rates. · Leadership challenges prolong the interest of clan leaders or competitive groups. Hope is given and is important because: · A competitive clan with less resources can elect to bring only heavier ships and have a fighting change · Developing new strategies could be what gives the edge over fighting a clan with 100% port boni L’Ocean Fleet, but is unorganised · Hope of winning means people are more likely to make risks, risks mean more content. More content = good. Let’s get back to the META concept. Firstly, I agree that in the current state, the playerbase will 100% find the optimum ship composition to enter the port battle within 2 months. We actually want this because it provides the opportunity for BALANCE. The Dev team has the opportunity every 3 months to make balances based upon the stats in port battles and player feedback. Each balance can mean that the META changes, and if the meta changes, players and leadership have to continually rethink strategies and compositions every few months. This is what keeps a game alive. You look at League of Legends, or Dota, and you see that minor balance tweaks each season is what provides longevity to a game that is essentially unchanged since release. It is a tool for a small Dev Team to consistently provide minor tweaks that have huge impacts, but in order for it to work, there MUST be an overall ruleset/framework that remains unchanged, and I would suggest that this framework be a reasonably lower BR. TRADING and Map Ownership Since this post is getting long, I’ll try to simplify this. There has to be a reason to own ports, beyond just having a place to build shiny ships, or a staging point for battles. Currently there is no reason to own a port on opposite sides of the map, unless you just want PvP action, and with the ability to invest in ports to create resources, there are no points in the map that all factions want. Fixing trading is a must to allow for a better high risk, high reward mechanic to make money. However it is also an opportunity to go further by making this mechanic improve ports owned by clans over time, with bonuses relative to the distance, or the resources involved. It could increase the bonus to ships, or simply just the income a Nation can gain. Or it could be another way of growing a port to become more impenetrable (think Citadels in Eve Online). This solves the second “Fundamental reason to play and RVR game.” Let’s take an example where a clan or nation has an established hold of the Lower Antilles. Why would they ever want to venture as far as the Yucatan or the Gulf of Mexico? If there was a bonus to bring resources from such a distance, it would incentivise organised nations to establish and defend a colony or outpost on the other side of the map, and rather than just turtling for the sake of PVP, actually have to sale trades across the map. This opens up opportunity for mid ocean PVP where raids take place against player made convoys. The opportunities here are numerous but I am hoping people and Devs see the potential here. The idea is to create a sandbox where the players have the opportunity to make content, and that the content does not become stale over time and is easily rejuvenated through small manageable balance changes, rather than wipes and large changes that have the potential to shock the player base (as we just experienced). But it needs to be done sooner rather than later.
  2. I am pleased to announce that [VCO] Voodoo Shipping Company is recruiting Captains of a Piratical Disposition We are a PvP and RvR-oriented pirate clan with a solid reputation on both of those fronts. Established in 2016, VCO has been with Naval Action since the beginning, testing and contributing to the development of the game. We primarily play a PvP/Privateering playstyle, with a healthy amount of RvR thrown in. VCO’s diverse player roster enjoys our blend of PvP and RvR, with some PvE events and trade operations thrown in as well. We are Content Creators in Naval Action. VCO is an independent clan. We work for our own interests, first and foremost; but we also make every attempt to consider what is best for our nation as well. To this end, we’ll definitely cut deals to work with other clans for a common goal. We have no permanent alliances and every alliance or deal made is made with the understanding that we’ll likely end up on opposite ends of the cannon at some time or another again. It’s a PvP game and that’s just what happens. If you wish to begin alliance talks, or wish to hire us as mercenaries, contact Christendom, Coraline Vodka, or Wraith. In VCO, we take pride of our ability to work together to form the People’s Shipline that provides all of our players with the necessary supplies needed to succeed in the game. You’ll never have to worry about juggling crafting hours, buildings and workshops and shipyards ever again. Just contribute your share and you’ll reap the dividends in on-demand ship construction (with cannons provided to avoid incidents), repairs, and mods. In VCO, we have people from all walks of life, logging in from all over the world to enjoy this unique game with us. We don’t ask much of our recruits, but we do have a few requirements: Use comms: we have a Discord server for text chat so everyone can stay up-to-date on whats going on, and we have a TeamSpeak channel for voice chat when playing together in group events. Have a bit of thick skin, good-natured ribbing is to be expected—don’t take personal offence if you’re the target end of a joke once in a while (as typed by the master duelist who is constantly reminded how he lost Surprise vs LGV). Maturity: we have no real age limit in VCO, and our clan has young folks just out of highschool and retired folks who remember a time before the internet. All we ask is that you have a bit of maturity when the situation calls for it. Our discord has text channels for discussion of politics and beer choices…if this offends you then it is suggested you avoid those channels. Remember that it’s a game. Have fun and if it starts to feel like work, don’t stick around and get stressed. Its not a job and you’re not expected to be online at every opportunity. No Eagles fans. Must understand that Naval Action is at least 70% scrolling through Reddit or watching Netflix while waiting on some battle or a long sail. What you can expect from joining VCO: Regular PvP hunting squadrons. Almost every day, someone from VCO can be found looking for enemies to sink. If you aren’t experienced, we can teach you. RvR action like Port Battles and Screening. We are fortunate to have some excellent Port Battle commanders and tacticians in our clan, with thousands of collective hours of Port Battle experience between us. The best shipline in the game: the People’s Shipline will take care of you. We know that grinding ship slots together makes the grind much more enjoyable, and sometimes you just don’t have time to dedicate to PvP activites. That’s why we do PvE events like fleet missions, cargo deliveries, epic events, trader escort duty, etc. If you’re into it, we dabble in a few other games as well, you can learn more about that on our Discord once you join. Some VCO achievements: Destroying Nations Professional Nightflippers Destroyers of PvP1 75% of the clan is forum-banned for offering critical opinions of various changes Having the longest grudge match in the entire game against Kingy Hated and Loved by the top 5 most prominent EU content creators Content Creation. Some prominent VCO members, and their cheeky titles: Christendom, The Thrice-Banned Night King, Maker of Deals, Destroyer of Worlds the Screen Master, Santi Disaster, Amplify, CNN Reporter, former Lord of Key West Coraline "Cupcake and Craft" Vodka Tiargo "Dont' Call me Russian" Studying Aussie and lady's man, Dusty "Dusty-San" Attenborough skmarsh "Can I take a Snow?" "Master Planner Mcmannis" ElrictheTwo. Or the "faceless man" Louisvann "Oh gotta go, my kid woke up" Boxtel The proud Grandfather, John Paul Smith William Death, Master Demaster, Duelist, Admiral of the fleet, loser of Surprise to LGV, etc. “Duel me brah” "Banned…Again?" Wraith the Master of coin, Aventador Louisvann "Oh gotta go, my kid woke up" Boxtel Lady “here’s some pictures of my silly cat” Hamilton the Grandfather, John Paul Smith Midnightlight, Anime Lord and Master of all things anime and first prize-winner of BLACK’s March Madness Campaign Souless, “You gotta remember, Midnight’s a noob” Spikes, The Sidekick Para Bellum “I’ve got boarding prepped!” Cheeky "I need a first rate" Breeky, Meme-master “Lol he reported me for sinking him” Privateer “Where’d your masts go?” "Anyone got a Christian permit?" Storm Crow “I’m tagging him” …. “Yes I know there’s a fort; I’ll get him before the fort gets me.” Hammy “I’m in my Trinc if you wanna come hunting.” WarlordSquid “We need ‘stars’ guys!” JD Shots “U want an Ocean m8? I’ve got 30 of them” Jack Aubrrey "Oi! I see an LGV over there William!" Fat Thor "I gotta make dinner for the wife" Contacting VCO: Contact any VCO member in this thread, in-game via nation chat, or at the unofficial Naval Action discord: https://discord.gg/pXyNjF2 Someone will direct you to an online-officer who can get you in the clan and get you our TeamSpeak and Discord information. JOIN TODAY!
  3. [SNOW] is now recruiting. Applicants much use Discord, be over 18, and have passed the final exam in-game. Please PM a SNOW member for more information on our recruitment process. English speaking clan with a few peculiar foreign people such as Germans and Greeks. PvP/RvR focus. Benefits of membership are to be accused of being a ganker solo in a snow and to make excellent puns such as, "you stand snow chance of escaping" or "it's snow problem sir!" This is the SNOW Discord link: https://discord.gg/9J8YHBt SNOW is a democracy, upon full membership you get to vote, use clan warehouse and use our fun GoogleDocs spreadsheet. We pride ourselves on being a modern clan and have made an effort to boost diversity and be an inclusive clan. We have a token Pole, a woman and a stereotypical organised German! Believe it or not we know Dean Martin and he was kind enough to record our official theme tune which can be found below Bing Crosby not wanting to be outdone had a crack at is as well. You get the general gist. Be a special snowflake today!
  4. Some pics first to ilustrate current state of things. 20k and 25k BR ports are providing us those screenshots. 20k allows up to 22 first rates and 25k is full fleets of 25 first rates. Some exceptions with the inclusion of mortar brigs to snipe on the distance first rates (which is pretty stupid to see btw). As a consequence, almost full fleets of first rates with little diversity (mostly Oceans) in which the outcome is decided in one massive brawl. Circles become quite irrelevant, so as diversity and complexity of tactics. Second and third rates have no place in battles where there can be so many first rates, so the side which come with those ships instead of first rates is screwed. Again, another advantage to the biggest nations. Devs, if you really think all those 20-25 players like to sail always the same ship, the L'Ocean, for port battles and for hostility missions, then you are quite wrong. You have killed those players who like to sail other ships like Bucentaure, Bellona, frigates... Furthermore, in my view, those engagements are neither historical neither fulfill the potential of limited BR on port battles. All your hard work and all those hundreds of posts of forum feedback on the issue throw in the bin in the lastest patch. Discuss.
  5. Red Banner Fleet [REDS] Russian Empire (War Server) For the Great and Glorious Mother Russia! The Red Banner Fleet [REDS] has been chartered by our beloved Tsar Alexander the Blessed to pursue conquest in the Caribbean. Captains taking up arms in our Company are offered steady pay and commission aboard some of the many freshly build vessels already fitted and prepared for the Caribbean Campaign. To join us you must hoist the St. Andrew’s Cross (or plan to do so), you must have Teamspeak, and you should understand English. Find us on our Teamspeak, fleet.red, for an interview with one of our Officers. Server: War Server / PvP Nation: Russian Empire Teamspeak: fleet.red REDS is the merger of clans PLANB, CHAOS/KINGS & RDNN/LEGO. For our freedom and yours! The Russians are coming!
  6. Is a Front Line system something that would work in NA? IMHO, even though it is unrealistic in naval warfare, it could add some fun strategic depth. But only with some additions. As we have seen in recent threads, there are areas for improvement. IMO, the following items must be added. Hostility cannot be dropped from Free ports. Because of this, the so-called impossible nations need to have capitols (the gulf and panama need love). And as we have just covered...the clan who initiates hostility must become the port owner. I'm sure there are more areas in need of refinement. For me, without a front line system that works, there is little point in the Port Investment scheme. Should this idea be tossed out?
  7. I would like to suggest a post release wipe front line suspension for a couple of days. Why? Right now we experienced a bottle neck (2-3 capitols limit per free town) with clans not being able to expand anymore and even tho we wont have big boats post release we might get more clans and players coming back willing to expand. Flippin a port with hercs just might take a little longer but wont stop organised clans to start taking one of the few available capitols. With the wipe just being an artifact and to ease the tension in the beginning I suggest a suspension of the frontlines for a couple of days so missions for all capitols can be taken from any port. Everyone can settle in the place he likes, no whining, then after the couple days we go back to frontlines with current mechanics. Discuss.
  8. A simple suggestion, but probably not so simple to do. I think the ability for a clan to hoard the resources entirely, as much as it benefits my clan, is not the direction we should go, and it has been brought up multiple times that solo players, small clans, and clans that aren't "in the group" are shunned out of it. I suggest the clan delivery mission gets split up. What we have now for wood: 1 million logs - clan basically controls who gains access. What we should have: 1 million logs X amount is owned by the controlling clan that owns the port and subsequently anyone in their friendly clan list. Y amount is publicly available for the Nation as a whole The clan that owns the port should have SOME control over how much is available. with the smallest Public amount being 200k, and largest public amount being 800k. Clan should be able to manage it in the clan window of port management. Once the clan has decided on the split, it cannot be changed. This 100% insures that a clan controlling a port will ALWAYS have a secured resource supply of wood, but is also insures that a Nation will always have the ability to also gain in the spoils. If the clan wants to keep the majority for themselves, they are able to. Alts be damned, I don't care. I think this is the best solution for the arguments on both sides. So 2 missions would be in the ports. a Public mission and a Clan mission. Same can be done for rare resources like copper ingots, and cartaghena tar.
  9. RVR, Timers, the flow of WAR and exchange of territory -------------------------------------------------------------------------------------------------------- So I was just sitting down in a chair and I was thinking about Planetside 2 and their conquest. What about their system makes people O.K. with losing bases overnight? First thing to come to mind was that well, bases in planetside are expected to flip hands many times a day. That's what makes the game interesting. Unlike NA there is no making residence in a base. Things are constantly getting reset so new fight always happen, no this is not a suggestion for map wipes. It's a better idea. Next thing to come to mind was the idea of "Front Lines". I remember @admin mentioning recently about a plan to add them in some way shape or form. This got me to thinking, what if instead of timers, conquest worked more similar to the lattice control system of other RVR games. You take ports in an order, along a path. Some ports branch off into multiple paths giving strategic options. For example you work your way along a coast, jump and island, and cut off the enemies lines to their capital, possibly sending ports into neutral status. What does this accomplish? How does this solve timers you may ask? Well it's simple. Along the front lines, heavy fighting is regular. It's expected for the front lines to shift periodically. So what does this mean? Along front lines, there is no need for timers whatsoever. For one, if you hold a port and right next to it is the enemies own port, why would ever think to yourself that you could safely base their, and not expect the enemy to come charging in at any time? So with that, why do you need to set such a time window to prevent that from happening when that's what war is all about? You're probably still not with me. Imagine 7 ports lined up along a coast, 3 ports on the left are owned by the brits, 3 ports on the right are owned by the french, the port in the middle is contested, being taken by the french initially, captured by the brits the next day, recaptured by the french the day after that and so on. Isn't that normal to happen along the front? Do you really think anybody should have enough things stored in the port to even warrant setting such a strict time rule on it? They hardly own the port let alone the space around it. What gives them the right to lock it under timer and stall what is quite literally the flow of combat? I strongly believe the locking of ports should be earned, pushing at least a buffer of 3 ports or more before a port can be secure under timer lock. With that flags can be reintroduced. Flags should be what push front line gameplay, as in you can attack at that moment with whoever and whatever is available, like a real attack generally is. Timers should protect ports within territories, non border and non contested ports. If you want to cut deep into enemy lines, sure you can do that but as a penalty you have to fight on their ideal time. Otherwise you push the line. So what does this whole thing grant us? It grants us constant reciprocating action across lines thanks to instant actions and ever flowing push and pull of the front. It returns the flag system which people loved, in a way that is conducive to it's style, which is you grab everyone you can and attack, at that moment. That's a type of extremely fun play that is not possible at this time. Disclaimer on details of the suggestion: --------------------------------------------------------------------------- I have come up with a starter rule set for this gametype of RVR if you'll call it, but I'm kind of banking on you guys already knowing the general details. If need be we can discuss things like variables, prices, or whatever else but I expect that sort of thing to ultimately be decided by the developer. The idea is more the realm I want to stick to. So on that note, let me know what you think, does this sound like a big improvement to regular RVR? Anything you would add, take away, dispute the idea as a whole? Let me know
  10. Should any DLC ships be allowed in Portbattles at all? Feel free to elaborate on your opinion.
  11. "SAIL HO! Two points off the starboard bow!" This is a place where you can post sightings of enemy captains, or you yourself can post your own location, so people can find OWPvP easier. This obviously is directly related to a few recent posts of captains having a difficult time finding each other in this beautifully vast world, or directly complaining about other captains "hiding" in their safe zones. Here you will be able to find others to hunt. Examples: Someone else posting my location... "Dutch captain van der Decken was recently spotted in his Trincomolee around Cojoro in the Gulfo de Maracaibo between the hours of 09:00 - 12:00" or, Me posting my own location... "You can find me sailing around the Gulfo de Maracaibo between the hours of 09:00 - 12:00. Come get me!" Same thing would apply if a squadron ("clan" title in this game is inappropriate) of enemy captains were spotted, or if your squadron is hunting for other fleets. Feel free to make your post below and I will try to keep this OP updated weekly. FYI, another way you can find OWPvP is by posting in-game Global Chat your location. Either of these ways should ensure those who want PvP will indeed find it. It would have to be assumed that if those wanting PvP do not post here or in game obviously are not truly that interested in finding PvP. Date Server Time Nation Captain Name With Squadron Location 02-18 16:00 VP Hendrick van der Decken Yes Coquibacoa
  12. So we had a little Fracas over at Key West this week vs Spain and I've been a little salty about the amount of doubloons received at the end. 2 Vics sunk 3 Bucs 1 Bellona 1 Wasa 1 Belle Poule + 1 MB Total amount of dubs collected off the sunken ships was around 7000-8000. I think the highest amount received from the battle screen was around 200. Not even enough doubloons to replace 1 of the 1st rates that were risked to successfully defend the port. And we were lucky enough to be able to loot these ships. Most fights you are not given the flow of battle. Spain received nothing for their effort. ---- Rewards seem a bit abysmal no? We could probably get more doubloons capping AI trader snows in the span of an hour or 2. What incentive does Spain have to do a repeat attack? Sure we get to keep the port, but it only pays for itself 50% of the time if we're lucky. What would the alternative be? Dropping the port, not giving a shit about PBs and just sinking AI traders? Overall there's been far less deep water PBs since the doubloons patch. I see why. To be frank, this system sucks. At the very least we need to bring back chests with paints and random ship notes. Edit - more of a rant post than a suggestion, but whatever.
  13. We have had a number of mechanics to manage port battles in the past, all of them with various positives and negatives. The current iteration moves away from a realist base, and instead favors abstraction: If you control a majority of the circles around a port, you control the sea lanes, and therefore, the port. This is not bad, per se, but it is so abstracted from the subject matter that it feels disconnected. Setting up the port battle is an exercise in mass AI farming, taken from the idea that "people need to do something in order to create the port battle." And so, I present a series of ideas that hopefully are easy to implement (I will point out the sticking points as I go), remove a layer of abstraction, and hopefully make the battles more dynamic by introducing more options. 1. Return of the old flag system to initiate hostility. Instead of simply taking a mission, launching a flag could once again be done in isolation, or with a whole fleet escorting. It should be physically carried, and announced as it was in the past. This brings the first aspect of the port battle back: Fleet actions at sea, heading off the port battle in its inception. I would encourage these flags to cost doubloons, in order to have big-ticket items that are consistently purchased, keeping them moving within the economy. 2. Generate Hostility via economy. Instead of grinding bots with a massive fleet, I would encourage basic supplies moved into the port. This can be abstracted from siege equipment, bribing locals, what have you, but I would encourage the goods brought not be trade goods, but instead, actual crafting goods. Hemp, Oak Logs, Iron Ore, etc. Things everyone needs, and everyone uses, which in turn would encourage privateers to hunt the waters (and in turn encourage escorted merchant vessels, which in turn leads to larger, task-force sized engagements). Further, I would cap the rate of hostility generation at 25%/hr., in order to prevent simple spiking of hostility - this would allow for time for people to gather and fight. The lower end, I would recommend at 10%/hr., forcing a faction to commit to at least 4 hours of setting up a port battle, at most 10 hours. 3. Add a craftable "Shore Party" item weighing 100 tons. This will come into play later, but simply adding the item should be easy. The reason for 100 tons is to limit them in quantity, while having a palpable effect upon ship handling in battle. Further, merchant ships should be allowed into the fight in order to carry more shore parties. (This will be important.) 4. Reduce the three circles to one circle in front of the port. This is abstracted to represent storming the town itself. This is partially where the shore parties come in. Each shore party is one "unit." Much like the game of Diplomacy, you need one more "Shore Party" than the defending side to take the town. Shore parties, ideally, would only be active when the ship is going less than 3.5 knots. This would take programming, but could loan from the "boarding initiate" parameters. I am not certain how easy this would be to code in. 5. Add circles near to shore batteries. Exactly as above, one more "shore party" than the defenders, and you can seize the tower for your own side. This adds to dynamism of battle, increasing options from "destroy fortifications" to "destroy fortifications" or "seize fortifications" for each fortification the port has. (This mechanic was present in Naval Action: Legends, but simply used the ships as abstraction for shore parties, without an item representing those shore parties.) 6. Destruction of the Enemy Fleet, or Total Absence from the Port Circle would result in the town's capitulation. This mechanic would remain from current mechanics, that way even if no shore parties are left, the defenders cannot simply kite away and leave the town. In a nutshell, this brings the focus of RvR back to economics, which is of course the whole purpose of naval presence in the Caribbean. It re-diversifies both the lead-up and execution of the port battle, creating a more dynamic event - largely re-using old mechanics in new permutations.
  14. And we are suggestion dropping the 11 nations thing and go to 4 core nations and 1-2 pirate/privateer nations. We have way to many nations, some of them weren't in this time zone even involved. RUSSIA never had any involvement, Poland had some troops sent there, Prussia 200 years before had a port, but by this time had little to no Navy. So why not make all these special nations a Privateer nation for folks that want to play them? Why just Poland? Why not the other nations that aren't suppose to be here? I don't get...oh cause the few players that wanted Poland aren't active any more and it's a dead nation that maybe 10-20 players are keeping alive? I don't see why we can't combine more than one suggestion on the same basic view of things? PS don't forget to put tags in the post or Admin/Devs won't look at it.
  15. Ports with Port Battles schedule should automatically become closed to all after next maintenance
  16. So we had a port battle at Marsh Harbor tonight and I notice the defense goes down and suddenly the other team has 250 points. Even at full sales we would of just engaged them at this time. Than the second one goes down (they had two mortar brigs) and it was at 500 points. @admin is this how it's suppose to be with two AI fort/tower kills the Attackers had 500 points. Defenders have no real way to counter this. I remember the old points where 75 for Towers and 150 for forts.....250 is way to high. The battle was over really fast cause of this. While we would of lost the brawl in the long run getting over half points just for killing two useless for the most part AI that don't really help much as there range is two short is bad.; I'm just wondering if they are suppose to be worth so many points than they need to be doing more in defense or defenders need something else as this right now gives Attackers way to much a point advantage in the fights. Again we would of lost to the brawl (as neither us had complete control of two circles for long), but that 500 points straight off made the battle a very short one. Maybe the towers and forts need to be brought back down in points when killed as they should never be worth so many points you can win off just destroying them.
  17. The suggestion is simple: What about if captured ports not only grant victory marks and taxes in reals but also some doubloons? It could stimulate the RvR and mitigate the risk for deploying 1st and 2nd rates.
  18. The Mortar Officer perk is a definite requirement when operating a mortar brig and it costs 2 perk points, but the problem is the perk reset permit costs 200 dubloons, so in order to participate in a port battle in the mortar brig you are looking at a minimum outlay of 400 dubloons to operate the mortar brig and then change back to your normal perks, or go around gimped with your perks when not using a mortar brig. Either drastically reduce the cost of a perk reset to maybe 20 dubloons or make the mortar officer perk into a permanent mod that can be installed on a mortar brig maybe at a one off cost of 200 dubloons.
  19. Just noticed on felix' map. I get that carta brings in cash, but I don't get some of these other net profit port vs. net loss ports. Would someone care to explain... slowly?
  20. Batman

    Dear Spain

    Please, do not nightflip Great Britain. We want to sleep. Thanks
  21. My profile pic is now set as a warning for anyone who dares attempt a double flip on the most Nobel and honorable best night crew in the game. . may it forever haunt your nightmares.. Shout out to aster for making it for me.
  22. after a month of war we can hereby declare this war over. 7UP Is no longer an effective fighting force within the Spanish nation. reports have it that most of 7up is jumping ship to Russia. most of the rest of the clan has been inactive for most of this war and/or has quit the game. Victory belongs to France. its a shame that all of Spain had to suffer due to jags and 7up leadership. Anyway... Gg
  23. Showerthought time... what is the logic of architectural styles between nations? Swedes, Danes and Dutch have this North-eastern european style and Russia, Prussia and Poland this mediterranean(?) style... why? Also I'd like to see more diversity in architecture in general as seen on some very old teasers but that is never going to happen I guess... What happened to this? .... fort upgrade for increased maintenance cost, please?? Nice visuals and another gold sink to help the inflation? No? Ok... This one actually is from NA too... probably scratched? .... Improving visuals of OW even further would have been pretty nice.
×
×
  • Create New...