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Forthcoming patch information: Port Investments + map wipe

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4 hours ago, admin said:

 

 

  • Mission availability
    • Hostility missions will only be available from National Capitals and County Capitals and Free towns. 
    • Hostility missions will only be available for the 2 nearest Enemy or Neutral County Capitals.
    • Example
      • To conquer Arecibo Regional town in Puerto Rico if you are Swedish working from Gustavia
        • You first have to conquer County Capital in Virgin Islands
        • Then you can take a mission from Virgin Islands county capital for San Juan and conquer it
        • Then from San Juan you can take missions for regional towns in San Juan county
      • Alternatively you can of course sink player ships or NPC ships around Arecibo and gain hostility directly.

Wouldn't you be able to take the hostility mission for San Juan from the Free Town of La Mona?

 

 

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2 minutes ago, Socialism said:

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

Indeed...Iwo Jima before Okinawa. 

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Will we have only towers and forts? What about those awesome models for fortifications showed long time ago?

 

Hopefully this patch comes also to tweaks to permits availability and clan delivery missions.

If not I will have to ask my mates to quit their jobs.

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so excited!! can't wait for these new features!! @admin congrats to you and your team ! now let's keep up with new mechanics and features like this and the game might be saved!

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54 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.

This is a really good point.

First small towns (which are also easier to defend btw) and then the big prize, the capital.

 

Before attacking Cartagena de Indias, Admiral Vernon attacked Portobello, which was a small city in that time.

Edited by Intrepido
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3 minutes ago, Intrepido said:

This is a really good point.

First small towns (which are also easier to defed btw) and then the big prize, the capital

Before attacking Cartagena de Indias, Admiral Vernon attacked Portobello, which was a small city in that time.

That would eliminate the stated intention of "front lines" (which seems to be moving back towards county scale control of the map) 

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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.  

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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

 

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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.


 

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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!!!

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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?

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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.

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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

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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

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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

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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 :D

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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?

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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

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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.

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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? 

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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.

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