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Alternative methods to flip ports/Bring back war supplies


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42 minutes ago, Wraith said:

As long as we're tossing out throwback requests.. implement war supplies correctly, fine, I'm happy with that. But bring back flags for instant action, non-port-flipping raids please.

Raids please...raids that take from the port owner clan.

12 minutes ago, Intrepido said:

I hope everyone remembers the War Supplies Bombs which allowed instant multiflips. We are talking here about 5-8 ports flipped at the same time.

That can not happen again. No mechanics that promotes empty port battles or denies content, please.

It is about time we learnt about the mistakes of the past.

Yes, WS Bombs were ridiculous and should not have been allowed. I could see them reinstituted in a different manner maybe with more restrictions per use.

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Grinding Hostility - Port Battle 24 hours later
Using War Supplies - Port Battle 96 hours later

Allow those who take the active and riskier approach to gain the advantage of "surprise." whereas those who choose a more economical investment allow for both sides to properly prepare.

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If anything War Supplies mechanic must be a Tax war mechanic, meaning no linear threshold.

If a port tax was 100k at 10%, then supplying rebels or whatever you wish to simulate, must be equivalent - 1mil worth of supplies.

Supplies must be split into "national supplies" available only at Regional Capitals. So a Regional Capital controlled by GB will spawn GB War Supplies.

Supplies cannot be stockpiled in warehouse ( they immediately spawn inside Active ship ) and will disappear the next maintenance - act of intent.

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Alternative suggestion:

Hostilities effects are set on enemy region (main port + secondary ports) every week, reset of hostilities every mondays (or Fridays ?).

As soon as hostilities % reach a certain level in one enemy region,(through PvP, PvE and missions), this region becomes publicly spoted & locked as being under attack, with effects till reset. (locked from any other hostility in that region). There defenders can as usual reduce hostilities by PvP & PvE, and why not with war supplies (only use for reducing hostilities).

Any nation can deal with a maximum of 3 region defences per week cycle. (means 3 defending PB's per week for each nation)

Same for attacking, each nation has a maximum of 3 region attacks per week cycle. (means 3 attacking PB's per week for each nation)

Once hostilities have been 100% completed, the attacker has the choice of the port among that region to attack for the PB (capital or secondary port).

In every region, timers cannot be set in same windows for each port. (no matter who owns ports from that region)

When a region is shared by different nations, the region hostility applies either cause the regional capital owner is enemy, or, in case enemy only owns secondary ports, on the waters of these secondary ports.

 

In term potential abuse from alt clans, the level of % hostility, to lock "under attack" condition, must be carefuly debated (50% ? 60% ?...) to make not so easy to reach.

Friendly clans, although belonging to enemy nations, could happily try to share a region in friendly mods, but may be countered by other "disagreed" clans with war supplies for example.

Edited by Celtiberofrog
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On 12/15/2018 at 4:57 PM, Capn Rocko said:

I think the flag of conquest should be tried again. Notifiy the whole server when and where the flag was purchased, then hold the purchaser of the flag in port for 10-15 minutes to allow the enemy to prepare a defense fleet. The flag expires if the purchaser does not leave port within 30 minutes. A port battle will be triggered for the next day if the flag reaches its target destination. Flag should be very expensive (reals and/or labor hours based on size/importance of port) and limited to 1 purchase per day/week to prevent trolling. 

No more PvE grind and it still gives the defender a fair chance to deny the port battle. It's up to the attacker to determine how big of fleet to assemble to get the job done. 

 

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15 hours ago, Teutonic said:

Grinding Hostility - Port Battle 24 hours later
Using War Supplies - Port Battle 96 hours later

Allow those who take the active and riskier approach to gain the advantage of "surprise." whereas those who choose a more economical investment allow for both sides to properly prepare.

This isn't good cause it's hard enough to get folks on the next day to defend and now you want to try to get them on 4 days later?  This could mean a grind for a weekend port battle suddenly turns into a mid week.  Not to mention how do you separate the hostility?  Cause not all of it has to be from one source?

I would say like I mention dropping the flag gives your 25% hostility if a flag system was brought back.  Just like before you could only get 50% from war supplies, the last bit would have to be grinded out.  War supplies should not be instant.  They should be counted up at the hour or every 30 mins so that you can't just war supply bomb a port to keep it out of agro.  I would even allow the war supplies to be dropped off once and before a window.  Putting port to 25% AGRO, but if that is allowed than you can only use so many War Supplies per day before you cap out on either side.  Though with that maybe have a defending port have the option to pre load war supplies on a port so they auto make it harder to flip, but after that 25% is used up they can't reload the war supplies until the next day.

I would also make them so they can't be traded (that was one of the ways they where abused, bring every thing to the port, have alt make them and than trade them back to drop) or sold on the market (the other way they abused them).  They have to be crafted in a national (clan owned with maybe a building?) port and shipped there on trade ships (meaning you have to escort them prob with your flag and drop them off.)  Since only trade ships can enter enemy ports this will make escorting friendly trade ships more important and give them a roll more than just running trade.  Make them weigh about 1500 so that you can only get 1 on a LVG or Trader Brig and two on an Indiaman.  Which means you will need around 3-5 ships to drop them off and escorts.

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