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Please Hotfix Trading


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Ports should pop some goods by themselves. Artisans are working every day, whatever the number of trader ships coming in.

Today, trading is totally locked by lack of goods, with from 400 to 500 players in game. With 1000 players and the same system, there would be 50% less trade activity per player…

The good replenishment by trader ships simply do not work. 

Edited by Eleazar de Damas
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2 hours ago, Wraith said:

This would make escorting NPC trade ships and economic warfare against nations by sinking NPC trade ships a reality. 

I feel like for this you would need some sort of OW indication as to what the trader is carrying, so you would know if it's worth defending or not. 

Edited by Galt
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1 hour ago, Wraith said:

This is why we should eliminate all NPCs on the open world except for player-generated NPCs, this making ALL NPCs worth defending.

Hear me out. :)

Imagine that crafters and cappers of all levels could sell ships at or slightly above cost to the Admiralty. From that pool, clans could purchase NPC trade good deliveries for their ports. These trade goods would arrive from "Europe" at their Nation capitals, and then proceed directly to the clan ports where they are meant to arrive, carrying whatever trade goods that port currently "drops" and generating tax income for the clan's port. If those NPC traders arrive safely then they go back to the Admiralty pool.

Furthermore, the Admiralty pool of NPCs can also be contracted for automated delivery of goods/crafting materials from Outpost to Outpost by individuals of that nation. Each NPC trader could also be contracted with AI military escorts ships, also crafted/sold to the Admiralty by nation traders. Military NPCs could also be purchased for a patrol between or around Outposts. These NPCs who are sailing routes from the capital to outlying ports, or from Outpost to Outpost would carry a manifest detailing their origin/destination and who they are sailing for, thus giving meaning to every NPC sunk/captured/sold to the Admiralty.  Particularly valuable cargo could then be sold back to the owner if so desired, etc. Any NPC fleet you see on the water from your nation would have a name and clan visible on them for who they're contracted for, so that everyone in your nation knows who's paying for the protection of home waters, and trade routes, etc.

In this way, all PvE in Naval Action outside of Kill Missions would generate meaningful impacts on the economies of other nations. Crafting would matter, and be meaningful for new/casual players that are trying to support their nations even if they aren't directly involved in PvP or RvR, etc.

It is these kind of interacting systems that the game needs that more tightly integrates players of different play styles (PvE/PvP/RvR) and different sections of the economy that are needed.

I would support this if we didn't have the population issues I laid out before. This would be the #1 way to kill PvE because all a nation would have to do is stop scheduling deliveries and those kids would have nothing to do. You think PvP camping is killing the game, just wait until the kiddos can't find any AI to sink. 

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17 hours ago, Wraith said:

I think you underestimate the large clans' laziness and need for tax revenue. :) The incentive to schedule trade good drops to owned ports plus delivering crafting goods to ports would be very strong. And once those routes are discovered via the captured manifests and the active clans that are purchasing the AI from Admiralty then these systems will start to reinforce each other, including the scheduling of patrol routes to protect home waters by NPC warships.

And don't forget, Kill Missions and their AI are always available to PvE-focused crowd.

Don't get me wrong, I love the idea. My only hesitation is with the current game population. GB is really the only nation with several large clans. every nation pretty much has one to three that all work together. The US doesn't really have any (that I know of) so this would kill the PvE heavy nations (GB and US) Only exception should be the pirates. They should be able to attack other pirates (even AI)

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