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Forthcoming patch information: Port Investments + map wipe

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2 hours ago, admin said:

Эта функция будет доступна всем национальным капитанам, которые строят корабли в этом порту, потому что знания о судостроении не являются наземными, и другие люди смогут работать со специалистами, обученными в городе. 

Почему? ведь они не принимали участия в захвате может это чей-то твинк, капитаны без кланов должны строить только в столице незахватываемых городов все капитаны наций без столиц должны быть частью клана

Предложение 1 самое главное запретить верфи и пр в свободных портах иначе все будут там жить 

Google tranclate

Why? After all, they did not take part in the seizure. This may be someone’s twink, captains without clans should be built only in the capital of uninhabited cities. All captains of nations without capitals should be part of the clan.

Proposition 1 is the most important thing to prohibit shipyards, etc. in free ports, otherwise everyone will live there

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Sounds really awesome! But will we be able to invest into forests of every wood type ( e.g. teak and white oak ) or only oak and fir?

For the rare wood, it's pvp hunting players traders.

All sound very good and sound like many good thing who was in Potbs!

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Very interesting with some really good ideas. I very much look forward to testing this!

As part of the map wipe will the formerly non-capturable ports in the defunct secondary reinforcement zones be given the improved crafting chance ( = better shipbuilding rng)? Currently they do not have it.

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3 minutes ago, Yozu said:

Hi ! After the full map wipe. Our ships in other ports will be wiped ?

The clan owned ports will just go neutral so your outposts and ships will be safe until an enemy nation captures the port. And that will take some time if the port is a long way from a capital region or Freeport.

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I really enjoy every change here as these changes are pretty much all things myself or others suggested in the past.

I think these are going to be well received but I think we still have to take a hard look at rare woods and rare resources and expand on the clan delivery missions.

I really think the amount of ports with the rare resources are too few. 

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Un suggerimento, approfittate per ridurre le città che non possono essere catturate alla sola Capitale di Nazione e a non più di due porti adiacenti (personalmente preferirei che rimanesse non catturabile solo la capitale)

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I foresee big clans forting up in massive fortresses.  Any small clans who attempt to make themselves a base will just become fodder for the bullies.  And a lot less ships in OW as there will be no need, with the ability to farm everything in one place.  Hope i'm wrong.

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2 hours ago, admin said:

 

Overall balance

2) Points for forts were reduced as they granted easy points for attackers 

……………..

Defenders always has the upper hand and you just made it even harder for attackers. Wind and wind shifts has a lot of power in PBs, but defenders always has towers and forts. How usfull they are depends where attackers joins and if they are covering a circle or not. The forts and even towers (for smaller ships) can be extremely useful for defenders even if they are not covering a circle, for a place to retreat and repair. And even if a 1. rate can tank the damage from a fort for a while, a 5. rate can not. Please keep that in mind for shallow pbs.

All PBs come down to controlling circles and getting 1000 points to achieve victory. I have been in so many pbs that rely on getting the last few points in the last minutes and even seconds of the battle, and if we would not have gotten the points from destroying the forts and towers we never would have won/lost those battles. 

I think this needs some balancing because it favors defender to much. Either tower and forts present in a PB should count as BR in the defending fleet, or attackers should be allowed to bring a higher BR fleet than the defenders (100-400 BR higher), for mortar brigs to counter the towers and forts. 

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18 minutes ago, Yozu said:

Hi ! After the full map wipe. Our ships in other ports will be wiped ?

Better to move them to free ports and capitals.

image.jpeg.017183d8f66eebd07944cef45170bdd1.jpeg

 

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5 minutes ago, Tiedemann said:

Defenders always has the upper hand and you just made it even harder for attackers.

Briefly defenders start with 2 circles and attackers with one. Attackers had free points coming from useless towers and forts (which was a lot). Attackers, most of the time, have a luxury to have wind gauge, which is amazing advantage. I would say attackers had more advantages than defenders.  

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I’m mildly excited, though I think to enter a region you need to take the secondary ports and then the capital.  Effectively a clan can lock down a region with just 1 timer if I am understanding admin correctly.  

Also if you want folks to actually participate in RVR the availability of rare woods needs to be considerably tweaked.  

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3 hours ago, admin said:

Shipbuilding development

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.

Will this also count for dlc ships ore will they not get the bonus. 

 

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3 hours ago, admin said:

 

Hostility missions will only be available for the 2 nearest Enemy or Neutral County Capitals.

Shouldn't it be the opposite way, that hostility missions will only be available in the two nearest neighbouring County Capitals of The County Capital which will be attacked? Otherwise some County Capitals will not be attackable at all, since their nearest neighbouring County Capitals have two other County Capitals which are closer.

Players shouldn't be able to get hostility missions in uncapturable County Capitals. Otherwise some areas will be locked too easily from being captured.
 

Edited by Graf Bernadotte

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1 minute 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.

therein lies the issue.  Will we all have to join the biggest clans to survive?  Won't that mean there will be several enormous clans in each nation and no room for the small independents?  Holding my breathe to see how this will work.  To be fair, i'm hoping that @admin's vision of the future is more insightful than mine.

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31 minutes ago, Tiedemann said:

Defenders always has the upper hand and you just made it even harder for attackers. Wind and wind shifts has a lot of power in PBs, but defenders always has towers and forts. How usfull they are depends where attackers joins and if they are covering a circle or not. The forts and even towers (for smaller ships) can be extremely useful for defenders even if they are not covering a circle, for a place to retreat and repair. And even if a 1. rate can tank the damage from a fort for a while, a 5. rate can not. Please keep that in mind for shallow pbs.

All PBs come down to controlling circles and getting 1000 points to achieve victory. I have been in so many pbs that rely on getting the last few points in the last minutes and even seconds of the battle, and if we would not have gotten the points from destroying the forts and towers we never would have won/lost those battles. 

I think this needs some balancing because it favors defender to much. Either tower and forts present in a PB should count as BR in the defending fleet, or attackers should be allowed to bring a higher BR fleet than the defenders (100-400 BR higher), for mortar brigs to counter the towers and forts. 

or flags? :D

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18 minutes ago, Socialism said:

I’m mildly excited, though I think to enter a region you need to take the secondary ports and then the capital.  Effectively a clan can lock down a region with just 1 timer if I am understanding admin correctly.  

Also if you want folks to actually participate in RVR the availability of rare woods needs to be considerably tweaked.  

It is odd.

The county capital should be one of the last ports to take in a county - not the first. Would create a more fluid tug-of-war style.

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1 minute ago, Wyy said:

or flags? :D

With this new hostility system - flags would be appreciated - but I don't see them coming back :(.

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just a small suggestion. It would be very nice if you could develop some port buildings you need to transport certain resources in that port (for example iron or stone blocks for the Fort or ironwood log of oak muskets or other resources for different structures) this would partially relaunch the classic trading

Edited by Fumadrago
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4 minutes ago, Fumadrago said:

just a small suggestion. It would be very nice if you could develop some port buildings you need to transport certain resources in that port (for example iron or stone blocks for the Fort or ironwood log of oak muskets or other resources for different structures) this would partially relaunch the classic trading

This might answer your proposition: 

Quote
  • Cities will produce more goods if supplied by basic resources from local county cities
    • e.g. Brining grain or maize to a certain county capital will help it to spawn more white oak or copper
    • e.g. Bringing combat reports to capitals will eventually bring more graduates from europe to serve as gunnery officers

Taken from that Post.

Edited by Serk
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22 minutes ago, Socialism said:

I’m mildly excited, though I think to enter a region you need to take the secondary ports and then the capital.  Effectively a clan can lock down a region with just 1 timer if I am understanding admin correctly.  

Also if you want folks to actually participate in RVR the availability of rare woods needs to be considerably tweaked.  

Alternatively, we can just pay a friendly, foreign clan to come out in a fleet of fir Rattvisans and let us sink them a couple times to grind hostility in front of one of the county’s noncapital ports without a timer. ;) 

But I agree on the fine woods 2.0 problem. I think it needs to be addressed through significant bumps to “gathering” via PvE traders and capping and breaking down AI.

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18 minutes ago, Teutonic said:

It is odd.

The county capital should be one of the last ports to take in a county - not the first. Would create a more fluid tug-of-war style.

Yea it should be reverse.  All the small dots should be captured before the big dot.  That is the essence of island hopping.

10 minutes ago, Capitalism said:

Alternatively, we can just pay a friendly, foreign clan to come out in a fleet of fir Rattvisans and let us sink them a couple times to grind hostility in front of one of the county’s noncapital ports without a timer. ;) 

But I agree on the fine woods 2.0 problem. I think it needs to be addressed through significant bumps to “gathering” via PvE traders and capping and breaking down AI.

Make sure they have cannons

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