Jump to content
Game-Labs Forum

Dynamic Port Battles Without Arbitrary Restrictions


Recommended Posts

You could perhaps even do away with all the random capture points as result of predictable winds making several points little to obnoxious, instead permitting capture of port after demolition of fort which anchors attackers so that they don't always start upwind, and successful defense so long as fort isn't taking damage. You could perhaps even make the whole thing zen by requiring that certain amount of damage is produced against the fort depending on enemy fleet size as apposed to defending fleet size (by cannon poundage), which means you don't need to go as clan somewhere just because you have to and be there for that same reason- in a clan. In small enough port (that is small winds) you could probably could disturb first rate enough that he would fail. It sure enough could still lead to attackers trolling defenders, but I trust you could come up with some math that would ensure that theres equalibrium with variables like firepower involved and such.

In addition instead of hostility system you could require that fort is rebuilt requiring resources proportionate to amount of pounds of cast iron demolition took, requiring that there's also a fleet of indymans somewhere nearby lest defenders chose to regroup and kill of defenders with indyman having to travel through battle instance towards the port. I suppose that with supplies required to solidate capture of fort trolling defenders becomes less so practical but a timer could still be required unless you want to let defenders build up the fort again to which only requires that you check back in every so often in case some lonewolf did decide that he would both destroy the fort and bring the supplies to actually capture the fort. Either way necessity to escort a trade vessel requires frigates either in screening fleet/convoy or in actual port battle instances.

 

Reference to sailing physics and winds come from first several sentences of this post.

 

 

Edited by janat08
Link to comment
Share on other sites

So many things in the Port Battles are wrong.. Lets start with the wind...  IN an Actual Attack on a Port the attackers wouldn't even move in until they had the wind in their Favor.. That is the advantage an attacker NORMALLY gets.. they get to pick when and where. Not in NA.. the enemy gets a 22 hour or more warning... and then has not only the advantage of starting in port(which they should under their own guns) .. but a 50/50 chance of a Wind advantage.  Add in that they get one of the 3 capture the Flag points basically free as it is their spawn point.  

 

  The BR thing was a nice start to fixing the other issues... But I still think it would have been better to  Have the Fleets broken into actually Squadrons and DIvisions..  SO the Major ports you get 4 1st Rates (fleet command and 3 Squadrons...) Each Squadron also would have 1 2nd each and 4 3rds... 2 5ths....  that would be 4 1st, 3 2nds, 12 3rds and 6 5ths... a actual realistic fleet..  Siilair system for the Mid range and small fleets using  4th rates and command ships  in the middile range and  Niagras(as they are kind of 5.5s:)

 for command ships in the shallows

Link to comment
Share on other sites

Those are arbitrary limits, rather than the necessity to rebuild fort that grows in strength with amount of firepower thats brought to it with resources that need to be brought in and consequently escort which ship of the line isn't terribly good at.

Edited by janat08
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...