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Originating off my post in the patch notes thread: http://forum.game-labs.net/index.php?/topic/15638-development-plans-for-conquest-mechanics-rvr/?p=293895

 

Note: These are just rough ideas. The rewards, map design, ship types, fleet designs, etc.. Minor details can be worked out or discussed.

 

6942ca9c23f9bd0d8ebf4e167a460588.jpg

 

Myself and a few of the players in the community have begun to feel that the current mission system is getting a bit stale. Things became a bit more fun and exciting when fleet missions were introduced but the base mechanics remained the same in that your objective scenario is always the same. "Go here, shoot this." Well to a certain regard that is what the game is but there are other ways... more creative ways of going about combat rather than the current sail to point X spawn in head to head and sink what's in front of you mission types that we have now.

 

To break up the menatoney 

 

Here are perhaps a variety of new mission ideas:

  • Exploration - Discover 5 new ports (player has to dock in 5 new ports that they have previously never been to before.) - Limited once per rank
  • Exotic Trade - Mission will spawn an exotic good in the port where you start the mission and task you to deliver that item to another port of the same or ally nation
  • Escort - Battle instance will load with a landmass with a harbor on each side. Your goal is to escort a trader to a circle near the opposite end of the map as 1 or more npc's want to kill you and your trader.
  • Intercept - You and 1 NPC spawn in vs a trader and 1 NPC and your job is to kill or capture both ships. (Opposite of Escort)
  • Fleet Intercept - A well guarded group of trader ships are being escorted and you and your group must kill and capture them all.
  • Fire Watch - (Group Mission) You spawn in next to a large NPC fleet of line-ships of your nation. Your nation's NPC.s sail in a straight line and in 3 waves npc's equipped with the fireship module will spawn that will be trying to target your ships of the line. You and your group must sink all 3 waves of fireships.
  • Coastal Assault - You spawn in next to an abandoned mortar brig and you have to sail over to it and take command of it and start killing structures/towers. As you do this you have a npc fleet of ships "carrying troops" that will be sailing into the port. Your mission is to destroy all land targets before they can kill your assault fleet of NPC's.
  • To Arms! - Daily mission - Win one small battle or one large battle (Through joining in the port user interface) Mission is active until a win is achieved.
  • On Guard!  - Daily mission - Player assumes coastal patrol duties and is flagged as "Coast Watch" or "Coast Guard" for one hour. Player receives x3 experience for travel and x2 experience and gold for combat fought in friendly territory sphere of influence.
  • In Plain Sight - This will be covert ops mission. The mission spawns you at a mouth of an enemy harbor at night (very dark and foggy). In this harbor there will be multiple ships of the line at anchor (and remain at anchor).  You leave your current ship outside and nearby you take control of a cutter (or a gunboat maybe?) and your mission is to sneak around to the center rear of the enemy harbor and interact with their flagship and plant a powder charge then sneak back out again. As you sail away a slowmatch fuse will burn and then the powderkeg will ignite setting off a large explosion on that ship. On the shore in say 2 or 3 places there are combat towers but with very poor range (due to it being night and foggy).  Also in the harbor are enemy patrol boats (cutters, gunboats, pickles, or something..) just sailing around but they will have a radius drawn around them (just like we see the radius if we tag someone in open world.) If you come within that radius then we essentially are "detected" and that ship will start shooting at you. If you sink you fail.
Edited by Woody051
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Great ideas. Could also add to escort a trader in the open world to a certain port.

 

Other no combat related missions

 

Passenger Service: travel with an NPC to another port for Gold or XP

 

Trader Mission: Fulfill an order for a crafter in a port and gather the resources for him. Maybe include the nation specific items as well in there so it will make sense to sail as a smuggles to other nations ports.

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A few more rough ideas:

 

Coast Guard: Stop and search NPC traders for contraband/illegal goods (Could lead to combat/boarding combat if they do)

Tax Collection: Collect taxes in a specific region held by your Nation (in the case of Brits, all ports in Jamaica for instance - Or perhaps half for the bigger regions)

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Keep them coming, they are great.

I would also like missions random generated when you are sailing. Not just pick up a mission on port.

Just imagine, you are sailing in the quiet sea, you use your spyglass and see the remains of a ship, then you go to investigate and the mission begins. It could be a mission where you can have to take revenge of the ship which destroyed that vessel, or a mission which you have to take the survivors to a certain port, or a mission which a mysterious man says you to sail to a certain location for a secret meeting...

Another idea. You are sailing along the coast, you spotted a fire coming from the beach and you go to investigate. The mission could be the discovery of a small tribal village which give you some goods, or the rescue of survivors, or a trap made by pirates...

Guys, OW needs more life and less emptiness!!!

 

I like your method the most. Surprise and intrigue on the high seas.

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I like the "action & adventure" idea of things in maybe that on loot chance there would be a bottle, tome, book, some sort of item that would start a mission line (quest line i suppose you could call it.)

 

They would start a chain of events that may or may not be predictable. They could begin by investigating a location such as a "last known whereabouts" of a person or a fleet. They could be storyline based to search out a name (making you go check out a port.). They could  be a trap, and when you sail out to the mission in this mission line multiple ships spawn even (or a second wave.) Another possibility could be to ask you to smuggle a stowaway to a foreign port. There are many creative things you could do.

 

You have some players who enjoy their black and white, this or that, point and shoot style of gameplay. That's fine and they will find their fun in their own ways either in doing the bare minimum of PVE or seeking all their exp/money from PVP. There is now wrong answer to how we progress our characters within the game, that is what's great about playing in an open world or "sandbox" type of game. But for others there are content seekers and they do get board of repeating the same things over and over so it is always good to provide opportunities to a variety of player's player-types.

 

These items whatever they may be would in theory have a rare drop rate but not be bound to the character so that the character if he or she so chooses not to follow that line of missions then still has the option to trade it away.

 

 

There is still hints here and there about flags and banners. I still see an occasional thread in the suggestions section stirring the conversation again every once and awhile. Perhaps these lengthy chain-missions or quest lines could be a means to earn titles or flags/banners or even perhaps the means to craft them.

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some ideas

 

Missions:

  • Intercept a convoy

 

Some open world instances that spawn randomly anywhere, that you can come across while sailing

  • Tow a battle damaged ship to port
  • Rescue a crew adrift or from a prison ship
  • Some AI ships have a bounty placed on them, making them a juicier target if you come across them while sailing around
  • Answer a distress flare

 

Bottles

  • Location High value target ship (High value cargo) to be captured
  • Area of High value target ship (Bounty)
Edited by Terox
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I like the "action & adventure" idea of things in maybe that on loot chance there would be a bottle, tome, book, some sort of item that would start a mission line (quest line i suppose you could call it.)

 

They would start a chain of events that may or may not be predictable. They could begin by investigating a location such as a "last known whereabouts" of a person or a fleet. They could be storyline based to search out a name (making you go check out a port.). They could  be a trap, and when you sail out to the mission in this mission line multiple ships spawn even (or a second wave.) Another possibility could be to ask you to smuggle a stowaway to a foreign port. There are many creative things you could do.

 

You have some players who enjoy their black and white, this or that, point and shoot style of gameplay. That's fine and they will find their fun in their own ways either in doing the bare minimum of PVE or seeking all their exp/money from PVP. There is now wrong answer to how we progress our characters within the game, that is what's great about playing in an open world or "sandbox" type of game. But for others there are content seekers and they do get board of repeating the same things over and over so it is always good to provide opportunities to a variety of player's player-types.

 

These items whatever they may be would in theory have a rare drop rate but not be bound to the character so that the character if he or she so chooses not to follow that line of missions then still has the option to trade it away.

 

 

There is still hints here and there about flags and banners. I still see an occasional thread in the suggestions section stirring the conversation again every once and awhile. Perhaps these lengthy chain-missions or quest lines could be a means to earn titles or flags/banners or even perhaps the means to craft them.

 

For clans this would be great to do, instead of just running mission after mission, you could create a sort of story that is like a 5 missions long. Just the use of letters would be enough, you could go to the "tavern" in your capital and receive a letter from a strange man. And for every completed mission you get a drop with a new letter.

 

For a change they might say for instance "Can't use anything above 5th rates for this mission" "Only 7th rates are able to do the following" "All in a LGV". If we have some new mission types they might involve different types of missions, escort mission, destroy missions, etc... so you could use standard implemented "missions" but just make it look like you are doing one big mission composed out of multiple ones. So you're bussy for a couple of hours, and its fun because you would never know what the next mission might be. Would be great for when nothing is happening. Will keep people online longer I think.

 

Lastly, I would like to have a sailing race VS other players. In ships without guns that are given to you, so all have the same set up. Officer perks can't apply. So you would need to do some difficult manouvers, tacking trought the wind a couple of times. Sailing in a narrow space. Could even add guns, but disable friendly fire, and have a target set up in the middle where you need to shoot 10 single balls in a board. But like the ski'ing and shooting thing. The most skilled captain would win. Would love this, as its a skill on its own to sail very well in this game.

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  • 1 month later...

Having read the OP's suggestions, I really do think that this game before final release, needs some scenarios, like the ones suggested. There are some great ideas that have been put forward, but this doesn't need to be aimed just for PVP. The same kind if missions can also be implemented for PVE, so that solo players can have option to do the same kind of missions with NPC's that make up your fleet, like they do now when you enter a Mission, having the same small map, where you can give instructions to instruct the other NPC's who will be under your command. These scenarios or missions, don't necessarily have to be aimed for multiplayer game play. These kind of missions could quite easily be included for those wishing to remain with the PVE server, like it is at present.

 

Every one of the missions suggested by Woody051, the OP, is quite feasable and if the Developers can come up with something on these lines, then this will give a lot of scope to the game and a change from just taking on other players or getting involved in Port Battles. I am all in favor of something like this, but scenarios like this need to be optional. In other words, they should not be made where you have to do each scenario in a specific order, before you can go on to the next one. They need to be optional, so that you can choose whether to do them all or not.

 

So as well as the main game, some optional side missions or scenarios would really open up the game for those who like playing scenarios as a side from the main object of game play. It's a good suggestion and I hope the devs will take this on board as an alternative option for playing NA.  :)

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  • 2 weeks later...
  • 4 weeks later...

With another patch announcement such as 9.97 there i once again would like to bring up the opportunity of new missions. These new missions would not only add new content to the game but it could also resolve some of the game concerns such as "materials". Some of the missions i have suggested include trading ship.

 

Also in patch 9.97 there is mention of a new form of currency in that of the "Admiralty Store". Some of the missions i had suggestion are PVP oriented missions and this could be yet another opportunity to reap those benefits.

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  • 1 month later...
On 8/15/2016 at 6:39 PM, Woody051 said:

Originating off my post in the patch notes thread: http://forum.game-labs.net/index.php?/topic/15638-development-plans-for-conquest-mechanics-rvr/?p=293895

 

Note: These are just rough ideas. The rewards, map design, ship types, fleet designs, etc.. Minor details can be worked out or discussed.

 

6942ca9c23f9bd0d8ebf4e167a460588.jpg

 

Myself and a few of the players in the community have begun to feel that the current mission system is getting a bit stale. Things became a bit more fun and exciting when fleet missions were introduced but the base mechanics remained the same in that your objective scenario is always the same. "Go here, shoot this." Well to a certain regard that is what the game is but there are other ways... more creative ways of going about combat rather than the current sail to point X spawn in head to head and sink what's in front of you mission types that we have now.

 

To break up the menatoney 

 

Here are perhaps a variety of new mission ideas:

  • Exploration - Discover 5 new ports (player has to dock in 5 new ports that they have previously never been to before.) - Limited once per rank
  • Exotic Trade - Mission will spawn an exotic good in the port where you start the mission and task you to deliver that item to another port of the same or ally nation
  • Escort - Battle instance will load with a landmass with a harbor on each side. Your goal is to escort a trader to a circle near the opposite end of the map as 1 or more npc's want to kill you and your trader.
  • Intercept - You and 1 NPC spawn in vs a trader and 1 NPC and your job is to kill or capture both ships. (Opposite of Escort)
  • Fleet Intercept - A well guarded group of trader ships are being escorted and you and your group must kill and capture them all.
  • Fire Watch - (Group Mission) You spawn in next to a large NPC fleet of line-ships of your nation. Your nation's NPC.s sail in a straight line and in 3 waves npc's equipped with the fireship module will spawn that will be trying to target your ships of the line. You and your group must sink all 3 waves of fireships.
  • Coastal Assault - You spawn in next to an abandoned mortar brig and you have to sail over to it and take command of it and start killing structures/towers. As you do this you have a npc fleet of ships "carrying troops" that will be sailing into the port. Your mission is to destroy all land targets before they can kill your assault fleet of NPC's.
  • To Arms! - Daily mission - Win one small battle or one large battle (Through joining in the port user interface) Mission is active until a win is achieved.
  • On Guard!  - Daily mission - Player assumes coastal patrol duties and is flagged as "Coast Watch" or "Coast Guard" for one hour. Player receives x3 experience for travel and x2 experience and gold for combat fought in friendly territory sphere of influence.
  • In Plain Sight - This will be covert ops mission. The mission spawns you at a mouth of an enemy harbor at night (very dark and foggy). In this harbor there will be multiple ships of the line at anchor (and remain at anchor).  You leave your current ship outside and nearby you take control of a cutter (or a gunboat maybe?) and your mission is to sneak around to the center rear of the enemy harbor and interact with their flagship and plant a powder charge then sneak back out again. As you sail away a slowmatch fuse will burn and then the powderkeg will ignite setting off a large explosion on that ship. On the shore in say 2 or 3 places there are combat towers but with very poor range (due to it being night and foggy).  Also in the harbor are enemy patrol boats (cutters, gunboats, pickles, or something..) just sailing around but they will have a radius drawn around them (just like we see the radius if we tag someone in open world.) If you come within that radius then we essentially are "detected" and that ship will start shooting at you. If you sink you fail.

 

With Land in port battles and new PVP scenarios including a larger emphasis on ship variety and Mortar Brigs i think we should perhaps consider some of these missions for PVE content. If we can introduce some PVE missions to grant some exposure to some of the pieces in the new battle/conquest system then there will be less of a learning curve for the players when actually faced with the PVP.

 

I know I for one as a clan member/officer would enjoy a means of helping teach my own members (or train myself) on PVE scenarios on bits and pieces of this so that when it does come to Port Battle day at least some of those roles and tactics will be better known.

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Please read: 

We need more missions that mix PvE with PvP - basicly done in enemy regions or at the "border" line. Currently there are only few options to do when at OW (not including Port Battles which are limited to certain scheduled time/date):
- AI killing missions
- Trader hunting
- PvP Ganking

Your mission proposals focus only on PvE, but some of them are very good.

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3 hours ago, Darayavahus said:

Please read: 

We need more missions that mix PvE with PvP - basicly done in enemy regions or at the "border" line. Currently there are only few options to do when at OW (not including Port Battles which are limited to certain scheduled time/date):
- AI killing missions
- Trader hunting
- PvP Ganking

Your mission proposals focus only on PvE, but some of them are very good.

 

Well if you actually read the post 2 of them are PVP missions (To Arms!, On Guard!) and a two more requires a player to travel to a port that they've never been to before or to transport goods to an ally. (Which in itself causes exposure).

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On 22.12.2016 at 6:08 AM, Woody051 said:

 

With Land in port battles and new PVP scenarios including a larger emphasis on ship variety and Mortar Brigs i think we should perhaps consider some of these missions for PVE content. If we can introduce some PVE missions to grant some exposure to some of the pieces in the new battle/conquest system then there will be less of a learning curve for the players when actually faced with the PVP.

 

I know I for one as a clan member/officer would enjoy a means of helping teach my own members (or train myself) on PVE scenarios on bits and pieces of this so that when it does come to Port Battle day at least some of those roles and tactics will be better known.

 

Edited by Fenris
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