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Nation Capital and regional trims


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So I thought about some small stuff that might change the game in a good way, as far as I know I have not seen anything about this anywhere else.

Make the regional trims you have in owned regions selectable in the nation capital for crafting.

Benefits:

- Nation Capitals return to being the trading HUB they used to be.

- Players will return to the capital area, so PvP will return to the area. Like we used to have pre patch, it'll be more concentrated.

- Resources will still be scattered around the map, but they will all go to the same destination. Making it beneficial for traders who like running stuff around, and will give PvP minded players the benefit of just being able to buy the stuff off the shop. Also longer trade runs to freeports that can be camped by raiders. (Like we used to have between PC and KPR).

- No need to move your HQ to a capable region, less risk of losing stuff, less frustration, more fun.

- No devided nation where new players are around the capital and the more experienced players at the new HQ.

- Resources aside, regions will lose a bit of their importance, making more frequent port battles more acceptable (As in now they're too important, and if they get capped by the use of "wonky mechanics" it will cause less frustration.)

Drawbacks:

- We'll see more superships with double speed or doublel hull strenght. By making only the trims available the nation owns and not the ones the alliance owns. You'll still need to sail out to certain allied owned regions for certain specific trims.

Now it'll be prety obvious by reading this I'm a Brit, and I know we're the ones benefitting the most from this. But thats only because we were the ones getting the biggest disadvantage on that field since the last patch. So on that behalf it would even the playing field again to pre patch standards, as it would remove our achilles heel.

Please for a second think as a naval action player and not as a nation player, it would remove part of the importance of regions. Less stress, less anger, more fun.

Edited by The Spud
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I mostly agree with you. And I too think that the importance of any specific region should be reduced, either by slightly nerfing the bonuses of certain trims or by spreading the trims around to more regions. And the same with resources. Ports went from too little importance to too much. You should always be incentivised to defend all your regions, but not so much so that loosing certain regions could conceivably reduce the war capabilities of entire alliances.

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at this stage the game itself is too hard for new players, life of early acces, and im agree with u when u say regional trims of regions u got, should be available in capital too, jamaica is too empty atm. if there is a way to concentrate PvP we should try it ;)

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The joy of just overpaying something but not havig to bother sailing it in from across the map. I need coal for over a week now to continue doing any propper crafting, and I just can't be bothered sailing it in. I just don't want to do ... like work, I do plenty of that during the day but not in a game.

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16 minutes ago, Hethwill said:

There's no problem with that decision Spud. Actually it helps.

I did the same, closed the coal buildings and now give Money to traders that bring the coal to me.

Everyone is happy. Working as intended IMO.

I was actualy not using sarcasm, I was refering to "the good old days" of buying stuff in the capital shop at higher price then production cost cause you just couldn't be bothered sailing around for it. I'm not lazy or anything, but at current HQ there is NO stock of anything in the shop, nothing. You either need to bother an officer (or be one) or sail it in from somewhere, and I just keep delaying it until i'll need a ship and then i'll have no choice but do it. You need to sail everything in yourself, every bit of resource. And thats allot of different stuff.

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Neither was I using it.

I am glad that some player trades coal for those that need it, that that player takes the time to produce and ship it to where it is most needed. Saves me time and he gets his/her share.

Or... am I seeing things distorted ?

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Well, i'm getting confused as to what your point is, so i'll just explain my point, i'm just not understanding correctly I think.

If you centralize the crafting to one spot, you also centralize the resources, so instead of 10 people bringing coal to 10 different places, 10 people will bring coal to 1 place. So you have a bigger stockpile at the capital instead of having them scattered arround, and have one port undersupplied and the other oversupplied. So as you say people who do the effort to produce stuff and sail it up to the port should make money, and i'll be very happy if they do so. 

Now you have no central trading hub, people used to dump their extra stuff on the capital shop, now if they sail 5000 coal into a port, they'll think if I sell it I need to do a boring trade run again sooner. I'll just keep this sitting in my warhouse.

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Yes, I understand that. One of the most prolonged requests from the community was something that pulled population out of the capital.

But in POV trading and crafting mainly got decentralized and prone to Conquest needs. Where before I could do it all on my own now it is: too time consuming and too risky - time spend with cargo in the open sea means more time open to trade raids.

Therefore I appreciate my fellow traders. I buy them the things I cannot produce myself. Sail along with a convoy to the nearest Free port, Setup delivery to the region I need them resources.

If i'm mistaken, I am sorry but cannot understand what is wrong with decentralization and "career" cooperation. I need Traders to get me the resources I need, and then I need War captains to escort my cargo. Traders are served. I am served and the War captains will be served with good quality ships from whatever region.

While there are fine tunings to do, I do not see any danger in a system that promotes less "one player do it all".

Snappy salute.

 

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the problem is because the economy is broken there are no proper traders ... i dont have a coal mine if i need it, i buy it in kpr a reliable source ..then i have to transport it wherever i want it ...i feel there are very few people who produce goods like coal and transport it ..because its just not worhwhile in doing so .. so they just produce and sell in the port its produced in .. leaving the buyer to ship it were it is needed ... as spud says it takes too long and too much time ..especially when you have to source other products from elsewhere too .. spent the last month sailing ships back and forth transporting goods and am sick of it ..I dont play this game to be a goods transporter but am forced to do it if i want a decent ship for pvp ...then because of the effort involved in making a ship ..i don't want a fair fight where i might lose it ..i want one where the odds are stacked in my favour ..hence the decline of pvp

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Well, the resources are still scatered around and they still need a long sail to get to freeport and a long sail to get to capital. There's plenty of room there for warships to escort, and they will need escorts cause raiders will figure out trade habits realy quick.

The fact some goods can only be gathered by doing a long trip will also create added value to those goods, something the traders did not use to have cause most of the goods were only two ports away before so if the price was too high they would just go get it themselves, that treshold is now significantly higher.

The decentralisation you speak of, like getting people away from the capital, is not a good mechanic with the amount of players we have. 500 people spread out over the whole map, sailing a trader for the most part, just gives for far less PvP cause people will be harder to find. Surely with 2000 people online, that will not be as big of an issue as it is now.

On top of that with regions and hostility, we don't need to wait for port timers to do RvR. If they tone down the war supplies, people will still need to organise and sail out to a region to raise or lower hostility. Regions will still be important to keep, and people will still defend it.

 

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33 minutes ago, Hethwill said:

Right 'oh.

How to correct it ? How to keep decentralization and at the same time bring out the trader.crafter.fighter coop together in a streamlined logistics system ?

the only way i can see decentralization working which i like by the way  ...is more ports that can use  the delivery system ..which decimates the sailing of trade ships ..if i want to build a live oak  ship in say belize .. i dont have the time or the will anymore to  transport live oak from US to the nearest free port to send it to bonacca or bensalem then transport it to belize ... then repeat for every item that i need ..be it  oak ..teak.. mahogany .fir .. and as for Bermuda cedar thats not even a consideration .. the only other way is to put out contracts in belize ...you would be lucky to be able to buy everything you need and the cost would be prohibitive .......so i dont know how to correct it ...but to sail mahogany from ruatan to belize take 20 mins .if your not attacked ...you can easily burn up 2 hours of time a day  just sailing goods to nearest freeport .and then to where you need it on delivery ..then if there is a port battle or wanting to drive up hostility you can spend another couple of hours ..i cant spend 20% of  my day on this game ,,

 

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