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Hostility mechanic rework


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 What I've tried to come up with is a hostility system that uses mechanics that already exist in the game and therefore easier to implement then a brand new system. If you don't want all the details skip to the summary.

Summary: ( At the start as some people cant read more than a few lines...)

A small team forms of an appropriate BR for the port they wish to attack. Leader takes a hostility mission and group has 1 hour to sail to it  and join it, which is in sight of the port they wish to attack. Defenders/owners of the port see an alert in combat news that a hostility mission has been taken for their port and they can see the mission marker appear in open world. They form their own counter group of similar numbers/BR. Both sides join the hostility mission (if the can) They then have an even (on paper anyway) pvp fight to the death with another enemy team of similar size and at stake, is the raising of the port battle. Giving the fight a meaningful reason to take place beyond just pvp mark farming.

Its the equivalent of one side planting their flag on the others land and saying "come on who wants some!" and the other side coming out saying.. "sure come on then!".

 

Suggestion:

1. To take a hostility mission requires a group of 6+ players with a maximum BR size of 50% the ports BR they wish to raise hostility on.

    Example: Port has 10,000 BR - Hostility group has a limit of 5000 BR.

2. Hostility missions on shallow water ports can only be raised in shallow water ships.

3. Only members of the group who took the hostility mission may join the hostility mission.

4. Only one hostility mission can be raised at any one time for a single port from the same (attacking) nation and only one is needed to be "completed" to raise a Port battle.

5. No more than 2 hostility missions can be raised on a single port at any one time. (so a maximum of 2 nations could do hostility on the same port, at the same time).

6. Once a hostility mission has been taken for a port, a crossed swords marker appears in open world 8-10k from the target port at a set location. A notice is posted in combat news "hostility is being raised at port X".

7. The hostility mission marker in open world would be like the epic event marker. It would say its a hostility mission, say you need 6+ people with a BR limit of "X" (see 1.) and have an option to "join" or "join as a group".

8. The Hostility mission would exist for a maximum of 1 hour. If no attackers have joined it within this time then it closes and hostility is failed. Another hostility mission may be taken for same port by the same nation but not by the same clan.

9. Defenders would have to meet same criteria as attackers to be able to join the hostility mission : 6+ group with no more than 50% of the ports BR.

10. If 2 or more defender groups are formed then they may join the hostility mission in any order till the BR limit is reached. 1st come 1st serve, so to speak but both groups must meet the requirements (see 1.)

11. Defenders would not be able to join the hostility mission till the first attacker has done so. (to save sitting in an empty mission for an hour).

12. When attackers join the hostility mission (after the usual battle start timers have finished) if no defenders have joined a 10 min countdown starts. With 10% hostility being raised every minute. After 10 minutes the battle is won and closed. If an enemy joins the countdown/generated hostility is gone.

13. If both attackers and defenders are in the mission, it works like the new naval patrol mission battles. Circle of death, no leaving if enemy is still alive etc.

14. If attackers kill all defenders ,mission is won and PB is raised.

15. If defenders kill all attackers, hostility is failed and port is safe for 24 hours from other hostility missions from that nation.

16.If time runs out, side with most remaining BR wins.

17. Hostility missions successfully completed allow the player who took the hostility mission to pick a PB time (when back in a friendly port) in the PB time window for that port, for the following day. example: PB time window is 17:00-20:00  you can pick any time in that window for your PB to start doesn't matter when you completed the hostility mission.

 

This is just my take on doing hostility missions differently to try make them shorter, more interesting for players and promote pvp/rvr and more port battles.

 

Edited by Chug
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Quote

Too complicated, I cannot judge it or give feedback.

that's why i said read the summary if you don't want the details. seems some people cant even read the first two lines of a post...

Edited by Chug
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1 minute ago, Trashman said:

As long as pve or being afk is involved in rvr I disagree. Rvr needs to be the product of a pvp fight or no fight at all (so defenders need to show up). If defenders can defend ports by simply boredom the attackers to death its not a solution to what we have right now m

Think you missed the point completely there Trashman. Defenders cant defend using this system by being afk it's the exact opposite. Please read again.

Edited by Chug
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2 minutes ago, Chug said:

Think you missed the point completely there Trashman. Defenders cant defend using this system by being afk it's the exact opposite. Please read again.

No need. I read it, it is too complicated and the boredom factor is too high to enjoy such a system as an active rvr player. 

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1 minute ago, Chug said:

what Boredom factor?

The amount of thoughts per hour of 'why do I still play this shitty game'. Currently the amount is very high as you have to throughlive at least one real life hour of pve to get a PB the next day. Your way will result in sailing afk to the port and then sit in an empty battle till port is flipped so I can sail afk back. No defender would be able to create counterfleet in the time you propose. 

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My best advice when giving a suggestion is to make it as short and simple as possible, leave details to the devs. Otherwise you could've just said "I want there to be notification for when hostility missions are pulled" and you would've been showered in many likes and waived as a hero.

Edited by Slim Jimmerson
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7 minutes ago, Trashman said:

The amount of thoughts per hour of 'why do I still play this shitty game'. Currently the amount is very high as you have to throughlive at least one real life hour of pve to get a PB the next day. Your way will result in sailing afk to the port and then sit in an empty battle till port is flipped so I can sail afk back. No defender would be able to create counterfleet in the time you propose. 

So just try follow me here Trash. The hostility mission you raise gives a notification to the defenders, the moment you take it. It can only be taken in the port battle window set by the defenders (when there most active). Same as hostility works now but you get the notification before not after you do the mission as you do now with current system and the further the port is away the longer the warning the defenders have. You sail to the port you want to attack ( something by the way, you have to do in this game... sail to ports...) the mission is there in front of the port and you join it. No enemy joins.... 10 mins your done. Port battle is ready for tomorrow. Enemy joins... you get a fight and an even one at that, not 25vs5, no long drawn out chases and running away, an actual team fight. You win, then sail back home or wherever or you loose, die, and get tp'd. On top of this you also have to remember your not bringing a huge fleet to raise hostility, it's half the ports BR. ( yeah port BR is to high on many ports right now but that's another topic).  So I don't see the problem you seem to have with the suggestion.

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15 minutes ago, Slim Jimmerson said:

My best advice when giving a suggestion is to make it as short and simple as possible, leave details to the devs. Otherwise you could've just said "I want there to be notification for when hostility missions are pulled" and you would've been showered in many likes and waived as a hero.

So again, the second line of my post:

Quote

If you don't want all the details skip to the summary.

and my suggestion isn't about a notification for when hostility mission is pulled. Otherwise i'd of just said that.  It's about a rework of the hostility missions. So my advice to you Slim is, read what is written not what you think is written.

Edited by Chug
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Let the new 'patrol' missions be the new hostility missions.... if a hostility mission is triggered against a port.... A) make it cost the attacker something like 500k, then trigger a pvp patrol type mission for the target port.  Come up with an achievable target regardless of who joins the mission, and make every effort to make it non-exploitable...

Attacker has to sink x number of ships, or BR... to trigger the pb, players have to choose a side and cannot choose the higher BR side in battle unless they are an attacker or defender of the PB(and must choose their own side).  Any other players wishing to have fun in the patrol zone are forced to join lower br side or get lost :)

and if no players show up, allow AI to be targetted or allow the pb to proceed aka defenders forfeit

 

 

Edited by SKurj
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I like it, but still miss the excitement of when you get notification that a flag has been bought for a port battle, and everyone has to rush to defend the port or intercept the flag carrier. It made port battles more numerous and kept the map fluid from an ownership perspective

 

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Basically, it's port attacks have become pants and they have spent a lot of time getting to the point where its pants...  The original version where we sailed with a flag was quite good fun but I can see why they changed it.  There are too many things now that just don't make sense to a player.  I can't even be arsed to list them .. it is what it is.

 

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11 minutes ago, SKurj said:

Let the new 'patrol' missions be the new hostility missions....

 

 

 

1

I dont think its a coincidence that they included the 'crazy circles' PATROL ... given that they are going to sell ships.  You need ships to be used up don't you at a rate that's not sustainable .. think business.  £$£$   Could it be used with ports, most probably... will it be? Probably not ... 

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20 minutes ago, SKurj said:

Let the new 'patrol' missions be the new hostility missions.... if a hostility mission is triggered against a port.... A) make it cost the attacker something like 500k, then trigger a pvp patrol type mission for the target port.  Come up with an achievable target regardless of who joins the mission, and make every effort to make it non-exploitable...

Attacker has to sink x number of ships, or BR... to trigger the pb, players have to choose a side and cannot choose the higher BR side in battle unless they are an attacker or defender of the PB(and must choose their own side).  Any other players wishing to have fun in the patrol zone are forced to join lower br side or get lost :)

and if no players show up, allow AI to be targetted or allow the pb to proceed aka defenders forfeit

what your suggesting is pretty much the same mechanics as my suggestion but instead of a zone, mine is a mission with BR limit based on the port size.

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7 hours ago, Chug said:

So just try follow me here Trash. The hostility mission you raise gives a notification to the defenders, the moment you take it. It can only be taken in the port battle window set by the defenders (when there most active). Same as hostility works now but you get the notification before not after you do the mission as you do now with current system and the further the port is away the longer the warning the defenders have. You sail to the port you want to attack ( something by the way, you have to do in this game... sail to ports...) the mission is there in front of the port and you join it. No enemy joins.... 10 mins your done. Port battle is ready for tomorrow. Enemy joins... you get a fight and an even one at that, not 25vs5, no long drawn out chases and running away, an actual team fight. You win, then sail back home or wherever or you loose, die, and get tp'd. On top of this you also have to remember your not bringing a huge fleet to raise hostility, it's half the ports BR. ( yeah port BR is to high on many ports right now but that's another topic).  So I don't see the problem you seem to have with the suggestion.

Also there are already many ports that are sub 3k BR, so halving them would be just a handful of ships, not at all fit and proper for a large scale conquest part of the game which already suffers from being cut down numbers and participation wise.

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8 hours ago, Slim Jimmerson said:

Also there are already many ports that are sub 3k BR, so halving them would be just a handful of ships, not at all fit and proper for a large scale conquest part of the game which already suffers from being cut down numbers and participation wise.

So there are only a few deep water ports under 3k BR the majority of ports under the 3k BR are shallow water. You need only 2000 BR in a shallow water PB to have a 25vs25 fight.

The Half BR is purely for the hostility. Even a 1050 BR port would mean you have a 6v6 in the hostility mission. You have to cater to content to all sizes of clans. Not just the big guys like HRE for example. The port battles would still be "large scale" as you call it.

What you also have to realise is that NA player base is not what it was, 400-600 players (good portion of those being "alts") means trying to get 50 players in a single port battle is just "pie in the sky" stuff for most players. Even enough people to do hostility with the current system is beyond most.

90% of most clans can never field a fleet of 5-6k BR let alone hold a 7-10k BR port. The old days of multiple 25vs25 fleet and port battles is long gone from Naval Action. There's not the player base anymore and trying to make a conquest system that needs those numbers is just counter productive.

Providing what you would call "small scale" conquest options. Such as the proposed hostility mission ( see original post) doesn't diminish rvr it actually promotes it. Just look at the number of hostility missions and port battles that have happened since the recent hostility changes and even before them and you see the current mechanics just don't really work.

 

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