Socialism Posted April 15, 2019 Share Posted April 15, 2019 20 minutes ago, Barbancourt said: That would eliminate the stated intention of "front lines" (which seems to be moving back towards county scale control of the map) um no. It would be reinforcing the idea of front lines since you are securing bases of operations to advance the line and progress towards the end goal. 2 Link to comment Share on other sites More sharing options...
Barbancourt Posted April 15, 2019 Share Posted April 15, 2019 4 minutes ago, Socialism said: um no. It would be reinforcing the idea of front lines since you are securing bases of operations to advance the line and progress towards the end goal. there isn't a "line" if multiple nations can take the smaller ports in the county Link to comment Share on other sites More sharing options...
Ligatorswe Posted April 15, 2019 Share Posted April 15, 2019 I think this is good, but as others have said, the question of woods and permits has to be solved too. Let me repeat what i have said elsewhere. Devs has to decide if they want OAK to be the most common wood, and promote the use of oak in PBs and more important events, or if they still want that rare woods should be most commonly used. If the first option is the one the Devs aim for the current system is quite ok, after the wipe, with minor tweeks. If it still is whiteoak, liveoak and teak there has to be more of that on the map. I like the idea that capitals should be capturable first. That would create a chokepoint that most probably will be well defended. It will give the clan some time to build up defences on the small towns, and perhaps use scorched earth and destroy all, before there is an attack. If you can promote trade to the cities of certain raw materials that are needed to improve the defences/trade/forges or whatsoever, this would much help the trade. 1 Link to comment Share on other sites More sharing options...
Sir David Green Posted April 15, 2019 Share Posted April 15, 2019 16 minutes ago, Barbancourt said: there isn't a "line" if multiple nations can take the smaller ports in the county Multiple fronts. Link to comment Share on other sites More sharing options...
Diceman Posted April 15, 2019 Share Posted April 15, 2019 1 hour ago, Sea Archer said: Sounds intersting, I will see how it works for solo players. Hopefully clans do not restrict access to resources too much. Yay solos!!! 3 Link to comment Share on other sites More sharing options...
Anne Wildcat Posted April 15, 2019 Share Posted April 15, 2019 1 hour ago, Sea Archer said: Sounds intersting, I will see how it works for solo players. Hopefully clans do not restrict access to resources too much. Yeah, I’m curious. If you do play solo is resource collection going to be the same as it is now? 1 Link to comment Share on other sites More sharing options...
Angus MacDuff Posted April 15, 2019 Share Posted April 15, 2019 5 hours ago, admin said: Clans will be able to invest resources to improve ships built in the region in the following categories Gunnery Hull Sailing Survival Rig and Masts This feature will be available to all national captains, who build ships in this port, because knowledge on shipbuilding is not land based and other people will be able to work with specialists trained in the city. @Anne Wildcat, combine this with your question regarding solo players. If I can still gather resources and put my shipyard in major hub, then solo play would not be destroyed. I am very afraid that we all will be forced to join a major clan though. There looks to be so many advantages to this OP that it's almost mandatory if you want to compete. The thing that bothers me about this is that there is a level of commitment when you are in a clan and it means dealing with various personalities. This is not always bad but it can be terrible in some circumstances. You end up having to play a supporting role in someone else's game. 4 Link to comment Share on other sites More sharing options...
Njord Posted April 15, 2019 Share Posted April 15, 2019 45 minutes ago, Ligatorswe said: I think this is good, but as others have said, the question of woods and permits has to be solved too. +1 Link to comment Share on other sites More sharing options...
Diceman Posted April 15, 2019 Share Posted April 15, 2019 5 minutes ago, Angus MacDuff said: @Anne Wildcat, combine this with your question regarding solo players. If I can still gather resources and put my shipyard in major hub, then solo play would not be destroyed. I am very afraid that we all will be forced to join a major clan though. There looks to be so many advantages to this OP that it's almost mandatory if you want to compete. The thing that bothers me about this is that there is a level of commitment when you are in a clan and it means dealing with various personalities. This is not always bad but it can be terrible in some circumstances. You end up having to play a supporting role in someone else's game. These are scary words... No to this... #solo-life 4 Link to comment Share on other sites More sharing options...
Teutonic Posted April 15, 2019 Share Posted April 15, 2019 1 hour ago, Barbancourt said: there isn't a "line" if multiple nations can take the smaller ports in the county To clarify. I still think the "2 closest county capitals" could apply - but you'd have to take the small ports before the capital. So some counties would have only 2 nations fighting over it and others could have more due to distances between other counties. I am fine with having to attack the closest county - but I'd rather all other ports have to be taken first. Currently all county capitals will just be max fort/defense places and major chokepoints will probably be created. Granted - i understand that OW fleet hostility is still a thing so you cam go around this limitation Link to comment Share on other sites More sharing options...
van der Clam Posted April 15, 2019 Share Posted April 15, 2019 Cannot wait! But there are questions on some things that need clarity. "Some cities (chokepoints or front line towns) will only have forts, some will become resource bases and some will become shipbuilding cities." If Resource or Ship Building Ports cannot also have Fortifications to protect them, why would we ever build a Fortification only port? According to your "chokepoint" idea, we would make a Capital the fortification port. But then that is the only port defending all the other resource/ship building ports. Those would be wiped immediately and easily. "Hostility missions will only be available for the 2 nearest Enemy or Neutral County Capitals." Basically, it sounds as though we have to leapfrog Counties to get to the other side of the map? What happens if we lose a County that is behind out frontline? Does it affect our advancement in leapfrogging, meaning do we have to capture counties behind the direction we want to advance? According to your "path to Arecibo" What would be the path for say the US or Dutch, those of us even further away? Is La Mona (free town) considered a launching port we can use? "Hard nations with no capitals will have to plan their operations from free towns capturing nearby regions to expand." <---Hard nations only? And how will this affect rare wood ports? Seeing there are no free towns near San Augustin, does that mean the US is basically handed the only Live Oak port? Or will you finally abandon rare woods and rare wood ports? "Hostility missions for regional towns will only be available from the County Capital of that region (example below)." Are we required to have an outpost at that County Capital to pull missions? If the CC is already owned by another nation, how would we pull a mission from there? Sail in with a trader ship just to sail out and come back with a war ship? According to your Conquest Flow It seems very backward to capture a Capital before capturing a Town. Personally, I would think I should have to get my foot in the door taking an outer city before I can battle to own the panic room. In fact, I would also have to capture the living room before I can move onto the panic room. Thus, I suggest we have to own the majority of Towns in a County before we can attack the Capital. Please consider the implications of having only the Capital as the only Fortification defending our precious resources and production centers. Considering the map wipe, are we going to lose Outposts? Do we need to move ships and warehouse items? Or will these be wiped also? P.S. please get rid of rare woods and rare wood ports. TY 1 Link to comment Share on other sites More sharing options...
Dibbler (Retired) Posted April 15, 2019 Share Posted April 15, 2019 Looks cool, see how works out in test. Link to comment Share on other sites More sharing options...
John Cavanaugh Posted April 15, 2019 Share Posted April 15, 2019 @admin Looks interesting. Any comment on plans to re-balance Wood rarity, or to re-balance DLC wood selection with wood rarity in mind? 2 Link to comment Share on other sites More sharing options...
Preechur Blackheart Posted April 15, 2019 Share Posted April 15, 2019 Question: will individual ports still have native production, so that solo players can buy mines/forests etc in those ports, as they do now? A player would have to learn which ports naturally produce which resources, and then. as now, invest in the production building (coal mine) to begin to get those resources, as they do now. OR will NO ports produce ANYTHING natively, so they would ONLY produce if a clan invests in the production building for chosen resources? I am afraid if it is the latter, the crafters among us that are solo or in small clans will be devastated... AND the upcoming map wipe - what happens to existing production buildings in a port that will no longer belong to a nation? 2 Link to comment Share on other sites More sharing options...
vazco Posted April 15, 2019 Share Posted April 15, 2019 Those changes sound great, a lot of good improvements. Link to comment Share on other sites More sharing options...
Njord Posted April 15, 2019 Share Posted April 15, 2019 1 hour ago, John Cavanaugh said: Any comment on plans to re-balance Wood rarity, or to re-balance DLC wood selection with wood rarity in mind? +1 Link to comment Share on other sites More sharing options...
znôrt Posted April 15, 2019 Share Posted April 15, 2019 4 hours ago, Anne Wildcat said: Yeah, I’m curious. If you do play solo is resource collection going to be the same as it is now? i think this definitely pushes solo players away from the economy and the whole political aspect. you had it difficult before, now a solo player doesn't have even access to rare woods, not enough to sustain himself anyway. actually, the rattvisan comes in very handy here (and no, it's not at all op and yes, the price tag is an outrage but i want this game to go on). i'm not saying this is good or bad. as a solo player i've been long considering joining a clan and this might be just the factor to push me over. not that life isn't possible without, it indeed is, and it's good, but to participate in all that stuff you definitely have to be in. the twist of clans having to decide on their level of selfishness is an interesting one. i'm very curious to see what happens. 1 Link to comment Share on other sites More sharing options...
GIBZ Posted April 15, 2019 Share Posted April 15, 2019 What about the Free Towns? Will they still be free town after the Map wipe? I starting to migrate my vessels from all over the map, can I stock I freetowns? or do I need to move back all my ship to my capital? 2 Link to comment Share on other sites More sharing options...
--Privateer-- Posted April 15, 2019 Share Posted April 15, 2019 11 hours ago, admin said: Industry development Clans will be able to invest resources to open up new production in ports creating resource bases providing easy access to materials from one spot. Doesn't matter if no one's crafting any ships, and in case you didn't notice, no one's crafting any ships. 7 Link to comment Share on other sites More sharing options...
Latron Posted April 15, 2019 Share Posted April 15, 2019 I would assume that we need to own the county capital to get hostility missions from them, right? That doesn't sound good for the Bahamas which only has Shroud as a freeport. I bet the capitals near there would be taken very quickly, so would me and my buddies in Sweden even have a chance of having our own ports there again? Link to comment Share on other sites More sharing options...
Beeekonda Posted April 15, 2019 Share Posted April 15, 2019 @Latron very unlikely, unless you lads will start grinding hostility missions the next moment server goes live after map wipe. Link to comment Share on other sites More sharing options...
--Privateer-- Posted April 15, 2019 Share Posted April 15, 2019 Should do a ship wipe along with a map wipe, so we can all get used to seeing only DLC for the rest of forever. 19 Link to comment Share on other sites More sharing options...
Oli Garchy Posted April 16, 2019 Share Posted April 16, 2019 Like the ideas and will enjoy testing 1 Link to comment Share on other sites More sharing options...
Latron Posted April 16, 2019 Share Posted April 16, 2019 (edited) I wish this new conquest system can be explained in more detail. A certain smelly friend of mine is basing his strategy from an idea that I'm pretty sure isn't possible, but I don't know because I don't understand this enough. After the wipe I'd imagine there's going to be a mad grab for capitals so I'm hoping my small clan can get something from this since we'll probably be forced to leave areas that we enjoy playing in. Edited April 16, 2019 by Latron Link to comment Share on other sites More sharing options...
HoneyBaddger Posted April 16, 2019 Share Posted April 16, 2019 Will this affect char rank or stats? Link to comment Share on other sites More sharing options...
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