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Free town changes - Important


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Taking the optimistic view the US population will be concentrated in this area when the ports reset so the raiders will have less of an opportunity to hit traders. Notice I use the term raider not "gank squad" because raiding shipping lanes is a legitimate tactic for pirates, privateers and even  national warships. Is Pagan Pete on his privateer a "gank squad"? Even the recent Swedish invasion fleet (4 ships) can be dealt with by players in the area. One may even get more pvp rather than less as you suggest.

Time will tell. btw Who is Pete and what does he has to do with this topic? It clearly sounds like you are his biggest fan and trying to advertise him here or maybe there is something else...?  :)

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free towns serve another important purpose - resource deliveries. Removing them will make crafters/builders life much harder. 

 

You always speak about increasing traffic in OW and give opportunities for the privateers while at the same time you do this and speak about opportunities to favor the deliveries and less traveling ...

Removing freetowns completely would be a smart move. If they remain pvp will be reduced greatly and gank will prosper. Ex. we spent so much time preparing for a fight , but enemy escaped into a free port and remained there. Disappointed we logged from the game. (some group in chat).

 

P.S. Looks like US got 2 free ports and one right in the middle of Econ ground. Not sure why devs did it, but it surely will hurt traders and kill population if gank squads settle there, but they know better what to do. 

 

 

How I see it. Come out gank go back in free town. 

 

 

 

I understand raiding (ganking) is part of a game, but are you willing to sacrifice player numbers?  Why not convert free ports into trader only ports and let neighbor Nations who are on the border raid nextdoor routes. Those (other nations) who want to gank have to risk with no ports to hide.  

 

What I mean is if you sailed into my waters and you want to gank? please gank. But if we catch you, you won't have ports to run to and you will sink. Risk is yours. On the other hand, Our neighbor has ports close by and is at war with us. He officially can do whatever he wants and run to his ports near by. 

 

Benefits:

 

-reduce distant ganking squads from entering regions without risk and hurting trade routes during war with next door nation. 

-allow more direct fights with neighbor nation during the conflict. 

What was needed was getting rid of free towns plague once and for all or allow only trader ships storage there like asked many times, instead we get this ...  played for 2000+ hours this game and almost daily since EA release, did not played since the third weekly event, login in once in a while for 5 mn to spend my LH's and that's all , taking a break expecting things to change for the better but seems like the game always go to the same direction ...

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I believe the most concerned guys about free towns are the pirates, which I understand.

Maybe its time for the devs to post a draft of their ideas for the pirates. Maybe some of them will include a feature that makes pirates dont need freetowns or a compensation.

If I remember correctly the priority content also included the pirate role besides alliances&diplo.

 

Yes please give us a draft soon.  We are getting tired of being called OP cause we are more organized and have pretty much the same things Nats have minus the alliance system.  Hurry up and make us diffrent so they can complain about something more real than just us kicking them around in fights.

 

  

A lot of folks need to remember we are Alpha Testers and they can make changes all they want as much as they want.  I kinda like these new changes though.  A little diffrent and getting more and more close to the worked out finished product and image the Devs want for the game.  Just want the Pirate stuff to come soon.

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I see that assets are being moved, and that Production Buildings will be destroyed and compensation put direct into our cash accounts ...

but did not see express reference to "Outposts".

 

For example, if I now have an Outpost in Key West, after the "change", will I have an Outpost in Las Tortugas instead, and no OP in Key West?

 

~ HK ~

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Sou

 

From how I read it your outpost will move from Key West to Las Tortugas.

Sounds like there will be a demand for Escort Fleets to help the Great Migration from the Old to the New Ports.

 

(visualizing the scene from the film Gandhi where the stream of refugees fleeing newly separate "Pakistan" pass the stream of refugees fleeing newly partitioned India for Pakistan in the opposite direction ... what could possibly go wrong???)

 

~ HK ~

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Is that asset move completely accurate? Will it be a straight move or as redeemables? For example, at Cabo Canaveral I have several ships, each with upgrades on them. I have a trader ship that I use as additional warehouse space - are the items on the ship in the cargo hold safe during the move? What about extra warehouse space I have purchased at that outpost?

 

And, I believe I saw it already mentioned that while buildings will not be transferred, the cash value of those buildings will? Getting to a level 3 shipyard wasn't cheap as I recall.

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What about the players being displaced to another location and their buildings? It costs to set up outposts and buildings AND it costs to close them...

Is the game moving our buildings as well as our OPs?

 

Also related, are you moving the resources so that they are now at the new port? So people don't lose their tobacco plantation because you relocated them to a port that doesn't have tobacco?

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Good to get a very early heads up on this. Thanks.

 

Also good assets get auto moved, saves alot of peskyness.

 

I assume if, for example I have a 'port' established at one of these freetowns it will now be at the new destination too...not just my assets ?

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What about the players being displaced to another location and their buildings? It costs to set up outposts and buildings AND it costs to close them...

Is the game moving our buildings as well as our OPs?

 

Also related, are you moving the resources so that they are now at the new port? So people don't lose their tobacco plantation because you relocated them to a port that doesn't have tobacco?

 

 

If need be, just take the loss and move on.  If you have enough gold to open outposts and build level 1, 2, 3 buildings then you have enough to build them again.  It doesn't matter anyway, it's all going to get wiped before release so you're still going to lose it.  So just continue testing the alpha as it morphs and move on with the game.  Devs can't worry about every asset we obtained during development.

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down the toilets :D

 

 

So la Orchila will become a pirate city? I guess we'll have to move stuff from there then...

 

 They haven't said but I think<hope> the Pirate marking means Pirate leaning ie Pirates can operate from it as a factional port but it is still a free port  also. I actually hope that is what they do with the historical leaning of the Free Ports

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I agree. Moving so many free ports causes us to re-think our resource buildings as well. So... realistically, most players will probably end up changing their production ports twice: Once with port changes and once with resource changes.

 

 

Zap

How so? You cant build resource buildings in Free ports anyway

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I don't really think they serve that purpose. Crafters avoid free ports like plague because it's where most gank squads sit. Removing them will also make RvR easier, because people will have to hide their fleets in nearest friendly ports, that will create actual frontlines. And if you care about pirates, just add some unconquerable pirate ports instead on the map.

 

 

 where are people getting this removing thing from? They are moving a few and adding like 6 or 7 more....

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As far as i can see Carriacou remains Free Port? But it says its british.

Every port on the map has a letter that indicates "historical ownership" during 17-1800s. That's just a guide. Freeport status or dominance in a region by another faction will override this.
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Key West  -  Las Tortugas

 

Please make it easier to enter and exit Las Tortugas.  The entrance to Las Tortugas is very difficult and impossible if you have winds from the east.   At Least give a few more channels or quadruple the size of the current channel into Las Tortugas. 

 

True, so true.

 

Key west was a trader gank hotspot, las tortugas would be twice as dangerous. The conformation of the shallows surrounding the island is such that you have necessarily to go against wind to either enter/exit las tortugas if you come from/want to head to Cuba coast. No problem instead if you want to head north.

Edited by victor
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Based on the feedback, it seems that some of the additional FTs aren't actually needed. The more FTs the more easy PvP spots, but since the number of outposts is limited, the more FTs the less players in each one. Also, since the number of FTs is probably to be decreased in the future, there's no need to add many more in the september patch. Thus those ports will actually not get the FT status in the september patch:

  • Beata (which will also not be added as a new port)
  • Barranquilla (which will stay as standard port as it is currently and be included into the Santa Marta province)
  • Gracias a Dios (which will stay as standard port as it is currently and be included into the Royal Mosquito province)

Updated map: http://imgur.com/a/ijzWn

 

Also OP edited.

 

Sorry if any players had already started moving stuff to Barranquilla or Gracias a Dios.

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