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Addressing the revenge fleet vs ganking, invisibiliy and the god's speed.


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5 minutes ago, Tenet said:
On 8/1/2017 at 7:08 AM, Vernon Merrill said:

Invisibility doesn't matter without the super speed.  Without the superspeed, you go back to what we just had and what drove people away. The "home defense" fleets set up a 30-second circle around the battle and re-tag ad nauseum.   

I agree, however some of your supporting arguments need to be reworked:

Traders were given guns

The traders that had sufficient crew to defend already had guns before change.  Traders now have a decent chance against anything they cannot outrun...  If a T-Lynx cannot escape from a Surprise, he deserves to be taken..  If I'm in my Privateer, he may be able to fight me off if he is good...  before it was once caught, might as well surrender...  

 

Quote

Fleet holds are now utilized - please elaborate?   You can now put goods and mats into your "fleet" ship...  this is relatively new and drastically reduces the amount of time traders need to out on the sea and vulnerable...

The join timer is extended again - please elaborate?    Instead of insta-close and fighting "what you see is what you get", traders can now be reinforced if they have friendlies in the area.  This makes raiding more dangerous and drastically reduces the amount of time traders are vulnerable...

Theres still a million AI fleets to run to

AI Fleets defensive tagging needs to be removed from the game, it helps everyone evade fights, both hunter, trader and guard. 

Theres still a million forts to run to

They are actually far less reliable than most people realize - it was proven that even a 4th rate can be sunk right in front of a capital if enough opponents participate in the gank and they can instantly escape once the target is dead.   Yes.  But a 4v1 is almost an inevitable death, no matter where one gets caught...  a solo trader that gets caught by a solo raider has a better than average chance of surviving if he gets under the guns...

Many areas, especially the Antilles have ports that are less than two minutes sail from each other...

There are cooldowns to joining battles after leaving port and human response time. If the join timer is reduced, which may be fine to do, those cooldowns need to be proportionally reduced so we don't have the old system where someone near the same port can't join unless they are already outside and waiting.   My point in this is that basically Sweden and Denmark ALREADY have dedicated PvE areas....  with the current ROE, it is literally IMPOSSIBLE to tag any ships between MANY of the ports near Gustavia and say, Coral Bay...  free endless crafting.  Try that on the East coast of the US or the North coast of Cuba....

How many more concessions need to be made for these so-called "defenseless traders"?!  Grab an escort.

Part of the problem is that the game-world is too big and people are too few. Trade lanes should be highlighted on the map if repeated frequently, like a fuzzy heat map, so that hunters can roam more efficiently and attack away from ports.   Most of the "hard-core dedicated" traders avoid the straight lines between major ports like the plague...  THATS exactly why they are succesful traders...

And if you're in a warship, you have ZERO right to a safe space.  

Its a game about combat and the only way to get good is to practice, which for me involved a lot of being sunk when I first started   

I agree, all manner of promoting PvP should be considered, and vulnerable trade does result in better cooperation inside a Nation. Perhaps the system of escorting and payments should be introduced - with traders able to issue defensive contracts with a distance limit that is paid partly by them and partly by the Nation's capital as a "mission". 

 

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