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Map guided progression and content


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This suggestion is an attempt to offer solutions to the problems of integrating new players, map size versus population and more localised content.

 

1. Character creation & tutorial area 

  • Midshipman missions only.
  • Midshipman AI only.
  • No rare spawns.
  • PvP disabled.
  • Buildings disabled.
  • Sealed bottle disabled.

2. Stretching your legs

  • Ensign, Second Lieutenant and First Lieutenant missions only.
  • Ensign, Second Lieutenant and First Lieutenant AI only.
  • No Rare spawns.
  • PvP disabled.
  • Shipyards, Workshops disabled.
  • Sealed bottle disabled.

3. Into the fray

  • Lieutenant Commander and Master and Commander missions only.
  • Lieutenant Commander and Master and Commander AI only.
  • Level 1 rare spawns.
  • Nation PvP.
  • Level 1 shipyard only.

4. Proving grounds

  • Post Captain and Flag Captain missions only.
  • Master and Commander, Post Captain and Flag Captain AI only.
  • Level 2 rare spawns. 
  • Nation PvP.

5. Raise your flag

  • Commodore and Rear Admiral missions only.
  • Flag Captain, Commodore and Rear Admiral AI only.
  • Level 3 rare spawns.
  • Nation PvP.

6. Events

  • Server event area (Sunken fleet. Holiday specific?)
  • Commodore and Rear Admiral AI only.
  • Level 4 rare spawns.
  • Free for all clan PvP

Comments on areas

  • Areas 1 and 2 offer a safe place for new players to learn the ropes and restrict the map to areas 3+ for veteran players who want to progress, craft and PvP.
  • Area 3+ is where the game begins properly.
  • Some content restrictions to area 3 shifts the bulk of experienced players to base out of areas 4 and 5. This creates a space for new and middling experienced players to get to grips with PvP and crafting, particuarly along the border of areas 2 and 3.
  • Majority of content is therefore in areas 4+ to incentivise veteran players to spend the majority of their time competing in these areas. 
  • Veteran players can venture in to area 3 for pvp, but leave their valuable area 4 and 5 assets vulnerable to attack. 
  • Each area would require at least one free town for players to operate from in the event that their nation cannot hold ports.
  • The above can be replaced by having 1 permanent port for each nation in each area. Area capitals could function as the guide for players to move on. 
    "We have no more missions for you here. Travel to X." 
  • If areas 4 and 5 ever become too small as player count increases, area 3 could become "enhanced" losing its restrictions.

Comments on economy

  • An areas impact on economy should scale linearly.
  • Areas 1 and 2 should have little to no impact on the economy, with area 5 containing the most valuable resources (Spices!).
  • To encourage trading/traders, area capitals could demand resources, offering a higher price for specific goods. This could vary daily.

Comments on rare spawn content

  • Ships of the appropriate level spawn and despawn within their respective areas.
  • A small percentage of the time a rare ship type can spawn.
  • This rare ship has enhanced stats increasing its difficulty, but if defeated draws loot from a unique loot table.
  • Items from this loot table are only available via this method. 
  • Level 1, 2, 3 and 4 rare loot tables should offer items of increasing value, 4 being the highest.
  • For those that venture in to the free for all clan PvP area 6 is the chance of finding the best lootable items in the game.

Comments on trader AI   

  • Trader AI are unrestricted by area.

Comments on nations

  • Nations would need to be redistributed. 
  • Area nation capitals would be one solution.
  • Like 2
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Imho world should be divided into sections. What you shown will not work with rvr.  Regions/sections would bring more pvp to designated areas. Thing is it's too much work and I do not think we have time a resources. 

 

Edited by Wind
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