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The better use of the pirates in rvr/raids/pve missions


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The currant rvr system is not taking advantage of the only game balancing feature we currently have... Pirates 

Throughout the development process we have seen nations and allies reach a size that controlled most of the map. Alot of us have seen two or three stalemates in our time here.

Why doesn't naval action better utilise the pirates? I'm not talking about game breaking buffs or silly perks. I'm talking about using pirates to alter the way rvr and national monopolys of the map work.

Allow revolts to be driven by raids on ports.

Once we get raids, enable a two choice system on the successful completion of a raid. (raze or slash and burn would be open to nation players only)

'Take resources' or 'burn to ground'

The first option provides the winner with resources, materials, modules, blueprint etc but no ingame money.

The second option provides nothing but money! But puts the port into revolt. 20% revolt!

The revolt system is designed to add an extra level to rvr. Nations can drive hostility as normal with the aim of conquest or they can fuel a revolt. Once a port reaches 80% revolt that port on server reset becomes pirate.

Revolts can only be put down or fuelled by delivering supplies. Any port in a state of revolt has 48hrs to be pushed to pirate or it returns to normal status. 

Any port that successfully revolts to pirate status doesn't generate resources for the first 48hrs once under the pirate tag.

Ports in a state of revolt cannot be raided multiple times.

To make this a fair system national ports would generally hold resources and pirate ports would hold cash and gold/silver coins etc.

As most pirates care little for ports it will enable pirates and national pvpers a location on the map to focus pvp outside of the normal events. It would also enable at war nations the choice to involve pirates in the war at there own risk.

What do you think?

Edited by monk33y
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I think pirates actions, to a point, should not interfere with National Powers, hence a "stability/revolt" threshold should not be needed.

Raids, hopefully being open to all, can be used by national groups emulating buccaneers, such as french enclaves of spanish guarda-costas roving privateers.

If anything the "raze" option after a raid would simply mean a destruction of holdings and estates held by players in that particular instance.

If perpetrated by Nationals, then yes, increased effect versus that particular nation ( if and when alliances come back )

Pirates ? They are at war versus the world.

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I may not have been clear but 'slash and burn' was ment to be a feature only open to nationals and not pirates.

It gives nations the choice to bring pirates into the war, enable pirates to gain ports that revolt to attack crafting zones or open up an extra flank of the battlefield.

The only thing pirates would get out of it is a new port to sail to and set up in. Opening new fronts to pirate warfare. Afterall many nations use pirates at the moment to help with objectives 

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It also is aimed to provide focused pvp zones. For example. Brits and usa are at war. The usa push bridge town into revolt. The pirates get a new area of the map to focus on. Attacking British crafters and mission running. Forcing gb to turn away from the usa to capture bk a pirate port. While this goes on the usa launch a new attack deep into gb held waters!

Pirates are a rogue element in this game that are underused to help balance huge monopolys of ports. Revolts would mean no ports are 'safe', pirates wouldn't care if they loose said ports as they didn't take it. Most importantly it would enable the development of pirate + nationals Co interest and development.

More port battles is better for all. More pvp is being cried out for!! 

The use of pirates is a risk but smaller nations who have little, that help from pirates is better than nothing! 

Edited by monk33y
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You got it. 

This would stop historic large land monopolys such as gb only worrying about its boarders but instead having to look after all its territory.

Pve missions to aid or put down the revolt (missions). Pvp focused zones for pvpers. And a new rogue element to the standard linier rvr. 

Pirate at your own risk. Friend or foe

As you said it basically uses pirates as a balancing effect on the behalf of smaller nations. But it can only be used by the nations. The nations can either use it to help or hinder gameplay. Give the nations that choice 

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5 hours ago, Hethwill said:

Basically creating a "unlawful" zone until order is re-established.

I mentioned something like this by taking Pirates/Privateers (cause let admit the none outlaws are basically Privateers without jobs) if they had a true raid system the raids can cause a neutral like agro that can cause a region/port to go neutral.  Allowing any nation to snatch it up.   Maybe if a pirates raid was successful it puts 25% agro on that region for all nations that don't own it.  Giving them a jumping point to start a flip cause that region would be in sort of unlawful/chaos after a raid.

Again this would all would really need a reputation system.  Bring back the means to go pirate in game.  Allow pirates to take a letter for a nation to become privateers.  Once they get high enough reputation they can join that actual nation.  Pirates/Privateers don't own any regions per say.  They get Kidds, Mort, Marsh Harbor areas as perm pirate regions.  Sorry nations should not be using Pirate refit and this should be something specially to only them. Than allow them to use free towns as there home ports so they can spread out. There could be pirate haven ports but lets jsut make it simple and have them work out of free towns.   Freetown can only have ships of 4th rates or below in them too.  So no more staging your SOL"s in a free port folks.   The only way for them to get a port is with a raid.  Make the raids a 12 vs 12 man team and that while a port is raided they can use that port for three days and than it goes back to the owner.   While in raid status all production stops in that port.  A team/clan can only have one raided port at a time though this can prob be bump up to 2 or something.  The point is to keep from having a zerg of raids all over the map.  While a port is raided that region has a base agro of 25% start for all nations against it.  Thus making a raided region more easy to flip.

While a pirate is working for a nation as a privateer they can use those ports of that nation for only trade.  They can not make out post or build in a nations region.   While a privateer there is still no restrictions as to who can attack you or not.  So if there is an alliance system it doesn't matter if your working for Spain and they have an alliance with US, the US player can still attack you.  So basically all it does is allow you to join and filly there battles and only for the nation you have the contract for.

Cause we need a reputation system the more you help one nation the more chance you get to a status you can perm become apart of that nation. This will allow you to switch nations in game, though slowly, but you can do it in game instead of some token or deleting your char and making a new one.

Now for the raids, they will be like old flag system where you can buy a flag/token and it announces you are doing a raid over the game.  You have 2 hours to do the raid and you can only have 12 man teams (full group).  Tokens can only be bought in your ports owned.  This is why I mention some other ports that would be pirate havens instead of just freeports.  maybe some key freeports will have dual status.  The raid has to start pretty much from that port and than head to the port your raiding.   When you plant the flag/token a battle starts.  This is pretty much like a mini port battle.  Though drop the two out side circle and only have one circle to fight over.  The first to get to 500 points by controling the circle or sinking ships wins the raid.  This is an all out 12 vs 12 fight.   Raided ports can have more restrictions than just the Lineship, 4th Rates, Lightships.  Maybe have some ports resticted 5th rates in below.  Maybe others you can only bring 3rd rates and below.  This will give a more mixture of fleets than the norm of every one bringing one type of ship.  Maybe some ports will have other goals than the capture the one circle.  Could drop the A circle on some ports and just have B/C and you have to capture one or the other.  Remember the takers all ways win if no points are gained and you have to control one more circle than the other side to get points other than by sinking ships.  Raids should not be easy and I like this second options cause most ports A is defended very heavily by forts and towers.  

Keep the regional port battles with the 46 hour window for the big fights, but raids can be one way to flip a port (if you allow both nationals and pirates to raid a port), but no matter who does the raid the port gets 25% agro on the whole region once it's down if it's successful.   If a prot is defended it gets the same three day cool down and no one can raid that port until the cool down is off.  Though I would be more key to have this a Pirate/Privateeer only function since as above they can't do conquest of there own.  It will also get some nations to  contract out to some pirate clans to run raids on a nation they are at war with.

 

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I like the overall nature of it.  If real players don't visit, trade, do crafting, or otherwise travel by a port it seems logical that the port's 'people' would begin to wonder if the grass is greener with another nation and start to generate some unrest. 

Edited by Kiefer Cain
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4 hours ago, Sir Texas Sir said:

Cause we need a reputation system the more you help one nation the more chance you get to a status you can perm become apart of that nation. This will allow you to switch nations in game, though slowly, but you can do it in game instead of some token or deleting your char and making a new one.

The only way to really make the reputation system work would be to make any character created start of at 0Xp/0CXp. With this in place then anyone could switch factions at will but would have to devote time to actually switch. If the Xp is retained is in place then there is no use for the reputation system in regards to changing faction. So in order to argue for your reputation system, I suggest presenting something that is as much of a benefit as the current retention of XP system.

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52 minutes ago, Raekur said:

The only way to really make the reputation system work would be to make any character created start of at 0Xp/0CXp. With this in place then anyone could switch factions at will but would have to devote time to actually switch. If the Xp is retained is in place then there is no use for the reputation system in regards to changing faction. So in order to argue for your reputation system, I suggest presenting something that is as much of a benefit as the current retention of XP system.

Why would they have to start over? I'm not understanding your reason.  The reputation system can be put in place even with chars of of multi levels.  The system will have base lines of your Reputation.  Folks of certain nations will have higher reputation with there parent nation than they would have with others.  Pirate of course will prob start with very low reputation for all other nations.    This can be used as a means to be able to use other ports shops too. YOu have a bad reputation with a certain nation you can't do any trade in the shop of it's ports.  Cause why would a trader want to trade with a guy that sinks there ships?

 It's like the old pirate switching national thing.  You want to become a pirate you attack a national of your nation (IE take a big reputation hit).   BOOM YOUR A PIRATE NOW.  Say you don't want to be a pirate any more you go to a nation and start to gain reputation with that nation,by sinking folks they are at war with, including other pirates?  Effectively acting as a Privateer for that nation.  Get your reputation up high enough than you can join that nation permanently and your pirate status falls off.  Though you can never go back to a nation you left, well not easily.  You would have to gain a lot of reputation back for what you lost leaving that nation.  Have to remember your a pirate the whole time your getting your reputation to join the other nation so /ANYONE/ can attack you so this isn't easy at all.  

I highlighted in blue exactly the reason of use of a reputation system instead of just deleting and starting over.  This gives an in game way to change nations.  It won't be a push button and be done, you have to take the time to switch nations or you can delete your char and start over from zero.  

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My point is in agreement with you provided a certain current system is removed. If I delete a character and create it under a different nation i still retain Rear Admiral rank. Reputation means absolutely nothing. If the only way to switch from nation to nation or nation to pirate or pirate to nation AND retain rank was the reputation system then it becomes a very useful system. SO, I was not arguing against your idea, merely pointing out what needed to be in place to make it work.

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