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Manage ports AND save time - coming soon

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I sure hope I can get an answer to this question.  @Ink or @admin

Will the mechanic of production in ports be linked to trade? 

It was indicated previously but I'm not sure if it has been implemented yet, or ever will be.

Local goods become important part of the economy. Trading hubs will provide more trading or crafting resources if supplied by local goods.

  • For example - bringing livestock from the nearby ports to the trading hub will help the port to produce more white oak. 
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5 hours ago, Wraith said:

Wouldn't that be considered PvP?

I think they are going to allow attack on neutral ports and fight AI, but economic sabotage makes me wonder if they have something else thought up.

4 hours ago, Marinha Portuguesa said:

This is a great addition but as others have stated, you really should implement penalties for each port clans take after their first, empire over extension costs, otherwise the same clans will own everything.

Give clans a limit of only owning say 10 ports, this way other clans have to own the ports or they have to have special alt clans to own more than one and the folks to keep them in order.   That will also allow smaller clans more chance to own a piece of the pie.  

1 hour ago, Capt Aerobane said:

Now that clans can build defenses for their ports, its time for port raids so we can blow them all up!

Yah that is called a port battle.  Maybe that is a good thing to bring up, even if a port is successfully defend if the forts and towers where destroyed they get reset and have to be repaid for.  Maybe some other things get destroyed and have to be rebuilt in a certain time. Thus making mulit attacks on one port could weaken that port/clan.

1 hour ago, LIONOFWALES said:

Yes, yes yeeeeeesssss. This looks very good.

Please bring back alliances, if not between nations, then at least between clans. You know... a timed and signed contract between the leaders of said clans to initiate more political choices.

This way... your buddies that are pirates could help your buddies in the US fight the same port battle against say... a Spanish clan that is not your ally! Just a thought.

Pirates was not part of the alliance system they couldn't have any alliances and every one was at war with them.  This messed us over a bit cause Danes couldn't join our battles a lot of times to help us cause they where classed at war with us auto back on global even though we had a long standing alliance with that nation.   Though what we would do is let them tag other nations and join.  Really alliance system other than clan based is not good.  I think they said for it to work they would have to scrap nations and lets not try to get them doing amy more coding than they need too or this game will never release.

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15 minutes ago, Sir Texas Sir said:

 but economic sabotage makes me wonder if they have something else thought up.

Blockade of a port (ie cutting off supplies, war material and communications) by preventing any AI traders from entering a given enemy port ?

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Port management opens up the possibility for better port battle triggering mechanics. Hostility missions aren't very fun, but what about using a combination blockades, economic warfare, and/or raids/assaults to create PB opportunities?

I have several ideas about this, are people even remotely interested in changing PB creation mechanics? If so I can write up a suggestion about it.

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9 hours ago, admin said:

when did you last time caught a trader with lets say stone block. Does this traffic exists in privateering?
 

Two days ago in the PvE server, 604 stone blocks. 

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With this fantastic improvement how about clan ship docks so Clan builders can make and store ships for the members. 

I noticed Rare woods mentioned. Does this mean crafters can use rare wood types for upgrading ship quality??

 

Edited by Bubba Smith
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Any chance the clan friend list can be improved as well?  I've lost count how many times I've been denied a pb only because the clan's friend list is full.

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11 hours ago, admin said:

Good news Captains

Port management feature is under development and will be deployed to live servers next big patch. 

  • Infrastructure development
    • All clans big and small will be able to improve their controlled ports and invest into infrastructure expanding resource development. 
    • With enough investments the need for hauling will be completely removed from a clan, creating a cluster city which allows production of all resources (with the exception of rare woods)
  • Shipbuilding improvements
    • Clans will be able to improve shipbuilding in their ports making better ships, faster ships, stronger ships tweaking the port perks to their liking
  • Fortifications improvements
    • Clans and their friends will be able to develop fortifications to protect their holdings
    • All current fortifications on map will be removed

For PVE server we plan to convert the map to the historical map allowing access to all ports and allowing capture through economy sabotage (without changing nations) giving partial access of this feature even on the PVE server.

 

Now this is cool, and worthy of posting for :) .

 

 

 

Edited by Dibbler
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11 hours ago, Sir Texas Sir said:

When you attack a place what happens?  Econ stops, places get destroyed by cannon fire.  People get killed.   It should not stay the same.  They need to rebuild the captured ports if they want them to do better

Damage, perhaps extensive, should happen sure but wouldn’t it motivate RVR if some improvements survive or the capturer at least isn’t starting from square one. A port that is successfully defended should also suffer some damage.

Otherwise, I worry that we’ll all just nestle in to our ports, build them up continuously, and never try to conquer. 

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4 minutes ago, Farrago said:

Damage, perhaps extensive, should happen sure but wouldn’t it motivate RVR if some improvements survive or the capturer at least isn’t starting from square one. A port that is successfully defended should also suffer some damage.

Otherwise, I worry that we’ll all just nestle in to our ports, build them up continuously, and never try to conquer. 

Perhaps the ports will have a limitation of the number of ships built per week, or run out of resources sooner than expected, or at the very least require about 1 weeks worth of work to upgrade it for each level and the ports having 5 + levels. So if they're leveled ports with limited production at each level, that might be a reason to expand. For example:

Shipyard Ports

  • Level 1 produces 7th rate ships and can at max produce 5 per week no matter how many people have shipyards there
  • Level 2 produces 7th & 6th rates with max of 5 7th rates and 5 6th rates
  • Level 3 produces 7th, 6th and 5th rates with max 5 ships per rate per week, etc, etc ,etc

And the Fortification of those ports would be

  • Level 1 has 1 tower
  • Level 2 has 2 towers
  • Level 3 has 2 towers and 1 fort
  • each time it's raided successfully it would lose 1 tower, then the 2nd tower, then the fort

Resource Ports would be much like shipyards but with production levels of whichever resource is desired...hemp, oak, iron, etc. This would certainly require expansion, especially if Resource Ports can be only one or two resources for the Shipyard Ports.

 

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@van der Decken

you make a good point.

they could do with normal resources at these port "upgrades" what they are doing with rare woods/resources right now. you would exchange doubloons for some stone, or oak, or coal. and there would be a Supply you take from. when that supply runs out you'd have to upgrade again.

 

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Everything sounds really good and interesting.

 

For PVE-Server:

19 hours ago, admin said:

....

For PVE server we plan to convert the map to the historical map allowing access to all ports and allowing capture through economy sabotage (without changing nations) giving partial access of this feature even on the PVE server.

We should not call it "CAPTURE" here, but call it "PRIVILEGES". Several clans should be able to have these privileges in one and the same port parallel to each other. So that no direct conflicts with other clans with the same interests occurs.

As compensation for the non-existent competition, these could only be granted for a limited time and would have to be renewed after a certain period of time. This process of renewal should already be possible while the privileges are still running, so that these periods can be interleaved without interruptions.

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Regarding economic sabotage/trade war on PvE Peace Server:

 

Main problem is the uneven distribution of potential here. We have by far the most people in British nation, because new players are told they have it easier there. I don't have numbers, but I think from game experience Pirates are the next in numbers, then a large gap and following France, Spain, Denmark, Netherlands, Sweden, then again a large gap and what's left are a few Russian, Prussian, Poles with no admiralties.

Whatever the solution will be for PvE server, it has to take into account that striking difference in numbers, or else we simply get an unshakable "Rule Britannia" for ever.

Edited by Cetric de Cornusiac

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9 minutes ago, Cetric de Cornusiac said:

Regarding economic sabotage/trade war on PvE Peace Server:

 

Main problem is the uneven distribution of potential here. We have by far the most people in British nation, because new players are told they have it easier there. I don't have numbers, but I think from game experience Pirates are the next in numbers, then a large gap and following France, Spain, Denmark, Netherlands, Sweden, then again a large gap and what's left are a few Russian, Prussian, Poles with no admiralties.

Whatever the solution will be for PvE server, it has to take into account that striking difference in numbers, or else we simply get an unshakable "Rule Britannia" for ever.

On the PvE Peace Server, I guess the best solution would be that economic warfare gives advantages to human players who win it against bots but without penalizing the human ennemies, a bit like in Sid Meier's Pirates when you attacked a city, won and got a ransom form it. IIRC, in Sid M's Pirates, the city kept her nationality but became poorer. One could imagine in NA that human players in that city could still craft, product, etc. as before. 

Human players blockade an enemy port, killing all AI traders trying to enter. After a while, they get a kind of reward/ransom from the enemy homeland. The city keeps her nationality. And during this period, the human players in this city live their lives, not affected by this warfare.

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Development of infrasturcture should require bricks lumber etc to build and maintain, kinda like Port Royale series where a prosperous city and developing needed building materials to develop, food for thought.

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9 hours ago, Baptiste Gallouédec said:

Hope this comes with an hostility rework as i refuse to take part of it as it is.

When the game is wipe and you start over your going to need that XP for leveling up and fastest way to do that is killing AI.   So folks need to get it out of there head that the game is PvP only.  Your going have to kill AI once in a while. Even better if you get PvP while doing it cause that gives you even more points.  Which is why I think it's silly that some of the folks bitching so much about lack of PvP won't go flip ports of the main clans that will come out and fight....to me they just want fights on their terms only....you want PvP go flip a major econ port and I bet you will get PvP.  RvR is actually PvP.

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30 minutes ago, Sir Texas Sir said:

When the game is wipe and you start over your going to need that XP for leveling up and fastest way to do that is killing AI.   So folks need to get it out of there head that the game is PvP only.  Your going have to kill AI once in a while. Even better if you get PvP while doing it cause that gives you even more points.  Which is why I think it's silly that some of the folks bitching so much about lack of PvP won't go flip ports of the main clans that will come out and fight....to me they just want fights on their terms only....you want PvP go flip a major econ port and I bet you will get PvP.  RvR is actually PvP.

I agree with you, but I also would argue that current Hostility is a larger time sink then it really should be.

I feel that 10 people should reasonably be able to flip any port within an hour. but it shouldn't be more than 2 hours.

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35 minutes ago, Teutonic said:

I agree with you, but I also would argue that current Hostility is a larger time sink then it really should be.

I feel that 10 people should reasonably be able to flip any port within an hour. but it shouldn't be more than 2 hours.

The other problem is one PvP kill can set you back almost completely.  We had 96% agro on a port and some one got killed and it pushed us back to 30 something.  Every one gave up on the port and ported in and logged off.  I agree there are issues that need to be looked at with the agro system.  US hardly gets a port flipped cause our missions will get jumped by French, Prussian and, Pirates and most the time it's the nations we aren't doing agro on.  So sinking the other teams ships does nothing for agro. I think if some one joins a missions it should effect the agro or they shouldn't be allowed to join at all.  Kinda half wish we can bring back war supllies but make them a one time pop and you can't just keep dropping them. Have it go to 50% once and that is it.  Or other means like POTBS had where you can drop goods against or for a port, but they more effective control points and such in the battle than hostility.

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@admin

excellent, there is a light in the darkness.

 

                                                                                                                                  it's a lighthouse  :)

when the update sees the light........ it burns in the evening.

 

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13 hours ago, Sir Texas Sir said:

When the game is wipe and you start over your going to need that XP for leveling up and fastest way to do that is killing AI.   So folks need to get it out of there head that the game is PvP only.  Your going have to kill AI once in a while. Even better if you get PvP while doing it cause that gives you even more points.  Which is why I think it's silly that some of the folks bitching so much about lack of PvP won't go flip ports of the main clans that will come out and fight....to me they just want fights on their terms only....you want PvP go flip a major econ port and I bet you will get PvP.  RvR is actually PvP.

Who said i am against pve ? i am simply against the format of hostility missions, it's a pain in the ***, totally artificial,  hostility % don't update equally for all, it's all about gank outside hostility battles or screening any attempt of defense.

Organized nations can insta flip by ending 4 for them at the same time so no one can ever know flip started,

defending team with alts can bring them around to sink them and lower the hostility via fake pvp,

At the end it's the same as for the port battles, it's all about getting more active population in first rate to screen any attempt of opposition..

 

I wasn't even talking about the terribad conquest phase post-wipe when no one will have 1st rates vs neutral & undefended port with whole noob population turning civil war to be allowed to enter useless autowin pb, with everyone going crazy for conquest marks, then leave the game out of boredom, salt or rage, if not simply reroll in the winning nation.

Edited by Baptiste Gallouédec

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14 hours ago, Sir Texas Sir said:

So folks need to get it out of there head that the game is PvP only

We keep a beautiful dream alive in the face of adversities!

14 hours ago, Sir Texas Sir said:

to me they just want fights on their terms only.

It's only natural people want to avoid humping bots to pay for their fun. Ganking and pvp aversion is proof very few people actually like PvE. A lot of people pretend it's great but I can't explain why.

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@admin Will we be able to Build Fortifications anywhere on Land ?  So we can build savezones for our Traders along a Coastline for example? 

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