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more broken in 1 day, than I/ we can fix in a week.


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New content : >> story content [Tavern tab] interaction pve/pvp

the opposite what is proposed here;

not some one who is listening to you but you asking something ;

the story goes on

you sometimes encounter a captain who is not as friendly as they look in the first place when you see them at the horizon 

and you end up with the surrender of your trader's vessel or in a very bad moment a total destruction of your crew and vessel

any way you end up in a cutter full of holes and have to sail back to your capital

you end up later that day in the pub/kroeg/Tavern were you meet a  halfdrunken sailor 

you ask him if he has some information about a bad captain: 

of course after paying an amount of gold for his huge drinking account in the tavern...

he tells you [ when the captain is online]  where he last saw him sailing in a vessel (actual sailing position)

when the bad captain is not online he tells you he never saw him

it's then up to you to engage that bad captain with a brand new bought vessel to engage the bad captain and pay him a little lesson

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second proposal:

also, you can hang up a note for some information and place a bounty on the bad captains head

visible for any other captain who sees the bad captain sailing on the waves of fortune 

when a other captain sinks the bad captain you will be notified, and pay the bounty to the bounty hunting captain ([you have to pay on forehand]

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thirth proposal :

and just a bounty list in capital Tavern.

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discuss:

if you like it :, please like it and/or  leave a comment

please stick to the post no other proposals in this thread...

 

Edited by Thonys
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I really would like the idea that I can set up a bounty for sinking a certain enemy player, lets say I play 500k if someone sinks the *man who did send me three times in a row to the ground of the ocean*.

The Tavern should be a place in every town where we can meet and make plans whom to attack or what to defend ... and so on. Tavern could be the place for the PVP Leaderboard together with famous stories of glorious ships. Yes, bring individual ship names and then let everyone look up the journey of the ship. Why not let people take a look where a certain ship is located at the moment? We need more atmosphere in towns.

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I like the idea of having some sort of blackboard in taverns. This could expand to all kinds of things. Players giving each other trade missions ("Can someone deliver my Assam Tea to this port?", "Will someone sail with me to that port?" "Gankers stink!"). Bounties are a nice thing and adds into ideas of reputations of some sort. High ranking PvP will pretty soon have a lot of bounties on their head leading to more people wanting to engage them (higher rewards for risk). Also there could be a lot more things to discover on the map: castaways signalling you with a plank, ancient cities, treasure chests, voodoo caves, etc. I like the idea of the riddles, as it engages you in an unusual way.  The leader-board could be hung up and the idea about tracing famous ships is great. Let ships earn a reputation too, I am pretty certain many more people remember the name of the "Black Pearl" better than of all the characters. There could be fun challenges ("Sink 4 ships within an hour to earn the Quickloader flag." "Engage in 1 PvP combat to earn your Saltwashed flag" "Engage in 10 PvP battles to earn your Salty Dog flag"). There could be careers ("Fulfill 10 Trading Missions to earn a seat in the guild of that port and expand your warehouse"). All of this would of course be noted down in the players personal logbook.

The list goes on, let me make it clear: the game mechanics of this game are excellent. The open world rendering looks beautiful. The ships are amazingly crafted and beautifully detailed. I love Naval Action each time I look at one of its screenshot, simply for its sheer beauty. But it feels empty and void at the same time. Because it's not  the sandbox that lets me live out the romance of the age of the sail by writing my own story. And because it is not a sandbox that gives me the feeling of being welcome, being invited into this open world. It needs to be filled with story content.

Edited by Jean de la Rochelle
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The Monthly Brig has arrived from the Admiralty with orders, some for individual Captains, Clans or with a declaration of war or peace between nations and updates on the relationship between nations .  It could be orders to patrol, hunt down  a particular Captain/ship/ Renowned Pirate or fleet or carry specific cargos from point to point safely  or even craft specific ships for the Navy/merchant marine based on building capacity or even take a specific port.

The Admiralty could pay a basic rate for completion with bonuses from sinking or damaging enemy ships enroute, with the loser claiming the damage points done for their time and effort, Capped ships could be considered as prizes with the their cargo and hull value given as gold to the Captains involved, a proportion going to he Admiralty to help finance new ships/port facilities as was done historically.

Tie it to a renown system based on paints or flags, give the lower captains something to aspire to and the Veteran captains something to fight to keep and you have reason to sail out and fight. Give them orders to fulfil to get them and a reward for successfully carrying  them out with a sense of actually achieving something. Throw in the risks of OW PVP on top and RVR 'missions' which dynamically affect the next set of orders and you have a war cutting out some of the national 'bickering' where chance and the enemy can affect the outcome, and would guarantee at least one port battle a month. where trading and crafting ability can affect operations. Captains can always engage in OW PVE/PVP/RVR on their own initiative as well, which may help or hinder the Missions. Make the renown losable for breaking the rules, open exploits ect.

As to the Pirates, let them be what they actually were, let them act as privateers under LOM, or be the independent scourge of the oceans as they will, in return for not doing RVR in their own right allow them to operate out of free or neutral ports with over gunned and over crewed 4th rates to compensate for the lack of SOL's. Make them the privateers or outlaws as they wish to be. 

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The Admiralty could pay a basic rate for completion with bonuses from sinking or damaging enemy ships enroute, with the loser claiming the damage points done for their time and effort, Capped ships could be considered as prizes with the their cargo and hull value given as gold to the Captains involved, a proportion going to he Admiralty to help finance new ships/port facilities as was done historically.

Nice one.  Yes, the Admiralty could play a much bigger role. It is the central pivot of a Nations automated AI actions.

About the entire RvR, wouldn't it be fun if the AI simply decides who is at war with whom, based upon some calculations of measurement on one side and a good luck of dice rolling on the other? If situations flipped every month or so, players would have to re-adjust, therefore keeping the element of freshness and surprise alive. Also letting you carve a new notch into your career again.

Two big clans dominating the map? Let the AI set them off against each other. A nation too small to go up against a big one? Let the AI set up an alliance of smaller nations and isolate the big one. Make nation flipping an option that is always available. Get a letter of marque from the governor of a particulate nation and you're good to go. If the AI sees changes in nation size and strength, roll the dice and set them off randomly against each other again. The monthly brig from Admiralty just arrived," our former allies just declared war on us!", many enemy players have been last seen in that region, here's your letter of marque, go hunt, we give you an extra reward for every PvP combat you enter (Paints, Planking, Flags, Figureheads, Treasures, New Ships and Fame) -  enter, not win, underlined.

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It could be orders to patrol, hunt down  a particular Captain/ship/ Renowned Pirate or fleet or carry specific cargos from point to point safely  or even craft specific ships for the Navy/merchant marine based on building capacity or even take a specific port.

Sid Meier's Pirates had a simple but effective way to shape the strength and size of cities by making them richer when you trade with them (later you could also install new Governor's who often brought Lineships with them) or poorer when they got raided. Also you could escort immigrants to a city making it grow and size and bolstering their militia. The system was there in Pirates, but in the end it wasn't really useful, because basically it was the player alone who shaped this (with the AI now and then). A simple system like this in Naval Action would exponential its effect, creating a very interesting and lively environment. "Orders from Admiralty, gather some immigrants in that port and transport them to that other port, it needs to be reinforced!"

The absence of city raids is one great deficit Naval Action is suffering from, it should have been installed before port flipping mechanics.

Edited by Jean de la Rochelle
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32 minutes ago, Skully said:

Some links. Make of it what you will

Yeah, well, I am pretty sure that a lot of good ideas have come up before. A lot of good people with a love for the Age Of Sail have been offering their input which is a gift of gold to every game designer, I guess.

At least I can say on the day that I uninstall this game because the entire RvR/Clan Wars slipslop is ruining the fun for me  - I raised my voice and tried to be heard. ;)

Edited by Jean de la Rochelle
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33 minutes ago, Jean de la Rochelle said:

Nice one.  Yes, the Admiralty could play a much bigger role. It is the central pivot of a Nations automated AI actions.

About the entire RvR, wouldn't it be fun if the AI simply decides who is at war with whom, based upon some calculations of measurement on one side and a good luck of dice rolling on the other? If situations flipped every month or so, players would have to re-adjust, therefore keeping the element of freshness and surprise alive. Also letting you carve a new notch into your career again.

Two big clans dominating the map? Let the AI set them off against each other. A nation too small to go up against a big one? Let the AI set up an alliance of smaller nations and isolate the big one. Make nation flipping an option that is always available. Get a letter of marque from the governor of a particulate nation and you're good to go. If the AI sees changes in nation size and strength, roll the dice and set them off randomly against each other again. The monthly brig from Admiralty just arrived," our former allies just declared war on us!", many enemy players have been last seen in that region, here's your letter of marque, go hunt, we give you an extra reward for every PvP combat you enter (Paints, Planking, Flags, Figureheads, Treasures, New Ships and Fame) -  enter, not win, underlined.

I quite like that idea, in many wars allies flipped sides causing all kinds of mayhem from irritating to absolute disaster to their former allies especially when they take their ports with them. I would also favour any incentive that puts ships on the water to fight and a bonus for just entering a PVP fight would be a good incentive, the possibility of a greater bonus would ensure that players stayed and fought instead of just entering PVP and running for the entry bonus. So they get a small reward for entry and a greater reward for actually fighting.

An element of what will the admiralty do to us next would indeed keep the game fresh, wars do tend to have ever changing objectives and it would, I think, reflect that aspect of warfare.

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3 hours ago, Jean de la Rochelle said:

Nice one.  Yes, the Admiralty could play a much bigger role. It is the central pivot of a Nations automated AI actions.

About the entire RvR, wouldn't it be fun if the AI simply decides who is at war with whom, based upon some calculations of measurement on one side and a good luck of dice rolling on the other?

It would be nice if there were Admiralty orders that break up stale alliances and keep fresh goals ahead of people, but at the same time it would fall apart if the Admiralty gave orders that were too hard to achieve, hurt your own position, or ran very contrary to your personal goals in game.  Presumably there would be a penalty for failure, or players would just ignore them.  The Admiralty would probably also have to provide benefits and resources up front to execute the orders, in carrot-and-stick fashion. 

 

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The Admiralty would probably also have to provide benefits and resources up front to execute the orders, in carrot-and-stick fashion. 

Even better. The Admiralty (which is an AI) gives out some sort of redeemable every turn of the way. In the first book in the series Master & Commander the Admiralty plays a great role in Jack Aubrey's life (mostly for having him left ship-less in port for a while). If people were given a ship to complete a mission ("Take this ol' Navy Brig and complete 3 PvP fights"). Complete meaning either sink or be sunk. At least those would be some scenarios, keeping game-play fresh an setting a narrative. Much more fun for casual players.

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