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Well even though I'm not active in this game anymore and haven't been for quite a while now. (But I truly want to return, if they find a way to make the game fun, again) I'll try give a shot at proposing something which might cater both the RVR player and the WOWS player style. People keep talking about the style of the game, should it be OW RVR focused only?, thereby only catering for the hardcore players? Or should it be more arcade like just like WOWS catering for the more casual players? That discussion leads nowhere other than a continued arguing about rights and wrongs, combining both concepts in this game should be possible, in fact the foundation is available already. OW - RVR What I suggest is, keep the OW RVR, but improve it (That has been said numerous times, and even louder since patch 9.96 which was horrible imo.) anyway, OW should be OW but without much meaning other than creating an OW environment, which would cater traders, smugglers, PVP'ers and all other types of players including PVE'ers. Now before everyone starts screaming "we have it all now" Why say it again, let me quickly say, yes OW does exist today, but is it fun? Everyone is using and abusing exploits, each new patch introduced a new exploit option for abusing. Below I have tried to summarize what I believe could make Naval Action fun again, and keep it fun! Teleporting ships (Skip it entirely, but increase OW speeds by 100%) The title says it all, no more teleporting, but increase speed in OW by 100% or let the player pay for a transport of he’s ship to a wanted destination where the player has an outpost, with the risk of the escort fleet being attacked and the ship captured. This effectively means that either way implies a risk of losing the ship either by sailing it yourself or having it sailed as an AI. A large payout for the transport means a bigger AI fleet up to a certain limit only, a smaller payout means a smaller AI fleet. Only the transported ship can be captured and only in battle will it be visible which ship can be captured. However even though the playership is in fact now an AI ship, it will fight harder and hence be harder to capture since it can carry various upgrades etc., but it can be captured though, whereas the AI fleet ships hired to escort the playership cannot be captured. Should an attempt to capture fail, the AI fleet will respawn at a random point, so that it cannot be planned to just continue to attack until the fleet is sunk and the ship is captured. OW: BR / Battletimer (Skip it!) Skip everything that can be abused, skip the battle timer, skip the 20 sec. wait timer when you tagged or got tagged, if you are alongside a ship and press attack, you are alongside that ship when battle starts!, if people are close and want to join the battle, let them - and that goes for both sides, which means no BR limit - this will effectively deal with ganking fleets - but then again, superior fleets was a natural thing in those days, so why whine about it? Having no BR limit, and no time limit, gank fleets can be countered, if wanted. OW: Personal fleets (Skip it) / introducing convoys instead. Skip the option of personal fleets for all players, do you want a fleet to escort you, either get someone to help you, or pay for the escort fleet, this includes AI fleets, but here with a max no. of ships and BR allowed. One option here could be, that you put out a tender or hire someone, just like you once did for materials (Sorry guys, it's really been a long time since I played this game....). Convoys could also be included, an announcement was made in a specific harbor, that at a certain date / time, a convoy will leave with a certain destination, then a player or trader can either sign up for the escort role or being escorted (If he sails a trader). The convoy can consist of several nations, but once in the convoy you all sail under the same flag and can be attacked by others and not attack your fellow convoy sailors. In order to avoid exploits the information of the convoy, and destination should be kept confidential. And all who’s interested should pay a fee to participate (players wrongfully abusing the convoy principle should have a penalty / fee to pay….not really sure how to avoid exploits here. Maybe by giving the convoys a random start point, so when you are in the convoy and ready to sail and a timer counts down, the convoy will spawn in a random point within a certain distance from the harbor (Could be an option) so an immediately attack can be avoided and thereby give the convoy a fighting chance. OW: Logging off in battlescreen (allow 30 min. then you will return to OW no matter what) First of all, increase the overall battletimer from 90 min. to 120 min It has been proposed before, that when you are in battle, sometimes a huge enemy fleet is waiting just outside the two crossed swords, meaning you will exit battle basically on top of an enormous revenge fleet. This usually results in people camping in battlescreen. Instead provide these people with options! A way to counter this battlescreen camping is that the distance you travel while in battle shall be linked to the open world, so that once you exit battle it wont be at the predictable spot X, but instead at point Y or Z, based on what direction the player headed inside the battle, and the speed he was sailing at - this also means, that now it will be an advantage not to exit battle instantly, but instead use whatever time there's left to sail as far away as possible from where the battle started, meaning the player could actually have a real chance of escaping now. If you on the other hand decides to exit battle instantly and sit in battlescreen, you can do so while you go to the toilet, get something to drink etc. but you have only 30 min. in battlescreen then you'll get kicked, HOWEVER! a third option should be introduced, hence the increase of the battletimer from 90 min. to 120 min. Instead of only having two options stay in battle and spend the time sailing trying to escape by creating a greater distance from whatever you expect to be on the outside waiting for you, or log out into battlescreen, a third option should be introduced, give the option of logging back into the now empty battle from the battlescreen (This option gives the player the option of doing some personal things after battle like getting something to eat, drink, toilet visits etc.) and still providing them with an option of a escape. Also in regard to the crossed swords, make them increasingly smaller depending on where the battle goes (though the crossed swords should disappear once the battle is ended. Could also solve the battlescreen camping because of revenge fleets. OW: Map coordinates (Get rid of them) Map coordinates as they are now, helps navigation, but also makes it too easy, to report enemy ships and their position, return to how the map looked before summer 2016 e.g. no coordinates. OW: Special ships /Special perks / upgrades Make these so-called "hard-to-get" ships / perks / upgrades available for everyone. OK by participating in tournaments, you get them faster, but still, they should not be exclusive as they are now. Every crafter in this game who is dedicated enough should be able to obtain these blueprints etc. without participating in tournaments or whatever, but it should be a hard job for them to get them this way. OW: AI fleets (Reduce size and make them more diversified) AI fleets should be aggressive and have the role of a more stationary / predictable form of patrolling territorial waters. Meaning if a player from a hostile nation is within a certain distance, the nation AI fleets will attack the player. However in this instance no other human players from the outside will be allowed to join the battle on neither side, unless the player under attack was sailing in a group with another player or more players from the same nation, then these players will be pulled into battle as well. Officer and officer perks You hire an officer for a type of ship, you train him but you cannot retrain the officer to fulfill other roles without losing experience on the officer. This approach counters how officers today also are being exploited but giving them different perks. Once a perk is chosen it will cost you severely to reset a perk and chose another one. Also you cannot use an officer trained on a SOL on a frigate, or a trader, each officer have special abilities and skills. And likewise, if you have an officer who is not being used actively for a certain time, he will slowly lose some of he’s skill (he will grow old). Maybe also skip the officer lives? Regardless of your ship being captured or sunk, the officer always lives, but you MUST pay a tribute to the player who saved your officer in order to get the officer back (The tribute should be fixed and reflect the officers skills / perks / level) and governed by game mechanics, however once the officer is back he will have lost some of he’s skills or perks, meaning he will come back demoted. So if you have an admiral, he will only be a commodore now. The officers skills could in fact also be linked to how the ship he’s commanding performs (independent of the perks he has)…. The tribute thing could be expanded to also include captured ships, so if a player loses he’s ship, he could have the option of buying it back………….from the capturer. WOWS style arena battle Change small / large battle into the arena style we see in WOWS. This means PVP, but with no risk of losing your ship like now. However the earnings from such battles should therefore also be decreased. Also no upgrades etc. will be allowed in these battle types. Small / Large battles will be fought on equal terms / setups, the only difference would be the different wood types of the ships participating. And the officer you have on board the ship. Also there should be a mix of ships in each battle, meaning you could chose to enter a large battle in a Cerberus, because even though it’s a large battle each fleet would consist of groups of each ship classes just like historical naval battles. So the Cerberus joining would have to fight ships of its own size, or larger depending on where the player sails.