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Small group/clan content: Port Raids + Poll


Raid polls  

264 members have voted

  1. 1. Raids - do we need them

    • Yes - Raids are great
      231
    • No - Raids are not needed
      33
  2. 2. Implementation

    • Raids like port battles - preparation today, raid tomorrow at a set up time - favors larger clans and defenders.
      49
    • Raids like missions - everything today when you have time - Favors smaller clans and attackers
      215


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On 6/3/2019 at 6:54 PM, Davos Seasworth said:

@admin  What is the status of Raids? Has the concept been dropped or is it expected to be released at a later date post-release? Raids were a concept that many have been looking towards. It would be nice to know the status of this concept rather than holding onto hope that it will be released if the idea is dropped.

Raids are still under review.

The main problem with player raids is the player Griefing and alt support. Which will not create anything for a small group as only a large organized fleet can overcome the challenges. 
You can block the raid group by keeping the attacker or raid loot carrier in the battle forever. (so only large group will be able to sail into the rich port)
Alts can help you hide the loot in battles when sailing back to get invisibility buffs.
The higher the reward the more incentive there is to grief
 

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41 minutes ago, admin said:

Raids are still under review.

The main problem with player raids is the player Griefing and alt support. Which will not create anything for a small group as only a large organized fleet can overcome the challenges. 
You can block the raid group by keeping the attacker or raid loot carrier in the battle forever. (so only large group will be able to sail into the rich port)
Alts can help you hide the loot in battles when sailing back to get invisibility buffs.
The higher the reward the more incentive there is to grief

You have to fix/make ROE better. 

 

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1 hour ago, admin said:

Raids are still under review.

The main problem with player raids is the player Griefing and alt support. Which will not create anything for a small group as only a large organized fleet can overcome the challenges. 
You can block the raid group by keeping the attacker or raid loot carrier in the battle forever. (so only large group will be able to sail into the rich port)
Alts can help you hide the loot in battles when sailing back to get invisibility buffs.
The higher the reward the more incentive there is to grief
 

Let it finish in the battle instance and very long invisibilty timer after finishing the instance. 

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5 hours ago, Intrepido said:

The solution is simple. The raids should begin and end in the battle instance of the raid.

So as missions, when you succesfully finish the raid, you can redeem your loot at your port.

The reward of the defender would be capturing/sinking the enemy ship and an item in the hold of the raider that could be converted for rewards such as permits, combat medals or upgrades.

This way everything "important" happens INSIDE one battle, the raid battle.

This was something I never understood with epics, why don't we pay out every one in a redeemable a epic chest  like we use to get chest at the end of port battles.  Raids could be the same.  When the raid is done or even port battles you get rewarded a chest.  It's up to you to open it in the closes port.  If you don't make it home than some one else could capture that reward for them self.   I bring up the epic missions cause it's for 6 players but you get 9 silver chest and an epic (I heard recently some folks getting more than one).  All that loot has to be split between 6 players so some one always gets the short end of the stick.  I still like the chest and getting them home, but every one should get one reward chest themselves for completing the epic, raid or other such content when the battle is over.   Since the mechanic was there for port battles we know they have it and could implement it.  

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Little late to this discussion but I posted something similar in suggestions section. I like the idea of raids to give people something to do as a small group for RvR. I think we could implement some different mechanics than just fighting, such as in order to steal resources from the port, the raiders must stay within a certain area until their hold is full (of loot or whatever) and then escape. Filling the hold would remove resources from defenders but only escaping would give resources to the raiders. If a raider were sunk and the hold recovered by the attackers, then it could be returned to the port (and no harm done). Basically if any loot is taken from the loot zone, it must be on a ship when it exits the battle to get any benefit. Also, make the exit zone a ring and don't allow ships to exit just because they aren't being attacked (or exit even if they are).  This would create tactics such as: using traders protected by warships to maximize raiding and a different kind of game play than we have in the game currently (Kind of like a capture the flag situation),   Using small fast fore-and-aft ships like trader cutters to swoop in steal loot and run (lets new players contribute immediately and get used to evading).

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6 hours ago, AeRoTR said:

Let it finish in the battle instance and very long invisibilty timer after finishing the instance. 

not going to work

you can ask a friend to attack you constantly to get this invisibility

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I do think if raids are a thing and there is a way to reduce a nation's investments outside of capturing the port, then easy nations should be allowed to contribute to upgrading their uncapturable ports. There has to be a benefit to being an easy nation, because right now the only thing easy means is how easy it is for trader-raiders to access

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1 minute ago, Intrepido said:

Finish the raid in the port battle-raid instance.

No OW actions after the raid.

 

Make the raid instance the star of the feature.

Ya I agree, if it has to be, make it like any other mission with rewards claimed from the port it was taken from. Maybe make all 5 (or however many) raiders join in the same port and queue for it like a lobby so that they all have to sail over to the raid area (and also all have a a mission marker for it in their journal).

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9 hours ago, admin said:

Raids are still under review.

The main problem with player raids is the player Griefing and alt support. Which will not create anything for a small group as only a large organized fleet can overcome the challenges. 
You can block the raid group by keeping the attacker or raid loot carrier in the battle forever. (so only large group will be able to sail into the rich port)
Alts can help you hide the loot in battles when sailing back to get invisibility buffs.
The higher the reward the more incentive there is to grief
 

This really seems like it can be easily solved by making it a group mission reward system. I do not know. Hard to understand without seeing it first hand.

 

Is there a way to combine the best of both options to solve the issues? @admin

Edited by Davos Seasworth
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4 minutes ago, Davos Seasworth said:

This really seems like it can be easily solved by making it a group mission reward system. I do not know. Hard to understand without seeing it first hand.

agreed.

I think Group Mission reward system would work nicely with Raids - if not maybe a little more complex. I would also argue that a port could not be raided "twice" in 1 day. 

I think it would be nice to do the following as rewards:

Upon completion of the Raid Mission the rewards could be the following based upon what has been invested at the port that was raided

1. Port has X(s)  resource investment (or multiple). Player who initiated the Raid can decide on which resource to "take" and then gets a "Y" amount of that resource. Could be random I guess. Something like a Raid mission on a port that has a White Oak investment. If the Raid is successful, the Raiders get a % of all the buildings that have White Oak in them. If you could take 20% of the resources stockpiled up and lets assume 4 buildings at different levels. 

This could create a nice way to disrupt resource production without destroying anything.

2. Port has port bonuses, You could attempt to take doubloons out of 1 port bonus, but it would not be totally gone. Raiders would need to do a series of raids in order to fully "destroy" a port investment. (otherwise you do a full port battle to insure a lost port investment). Defenders could insure that the port bonus doesn't go away y re-investing doubloons back into it.

This "could" create disruptions with doubloons, a nation could have doubloons stockpiled up, but instead of being able to use them on ship production, they may need to recovered lost doubloons on investments.

3. Port has a good Tax income, Raiders that succeed in the raid mission could opt to take all the tax revenue.

 

While these are obviously not fully fleshed out, I think Raids could be awesome. I personally see Raids as more of a Disruption to economy instead of outright destroying things. I don't think investments or buildings should ever be destroyed through raids (even if i suggested something akin to that). I'd much prefer to use Raids to take money and resources from an enemy nation.

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I want to be able to escort an indiaman to KPR and start skimming all resources produced there till the indiaman is full or someone stops me. The more active a port the faster you can siphon resources.

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17 minutes ago, Flinch said:

I want to be able to escort an indiaman to KPR and start skimming all resources produced there till the indiaman is full or someone stops me. The more active a port the faster you can siphon resources.

That's exactly what i was advocating. An escort component would be kind of fun

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@admin suggestion about it.

Before raid

You click the port on the map you want to raid, click "plan raid" button.

Depending on how much you want to try to loot from that port you need to bring longboats to get the contraband from the port to the ship.

OW before raid starts

Join instance not ulike RVR circle is created which only the raider can see until they join, after that its visible for anyone, only nation defenders can join, and only people in the Raid Group can join attacker side.

Defenders needs to join also on the outside to prevent the gauntlet of being interfered asap as the defenders join in (this is because a raider would never had taken its Chance on a port fully docked up by 20 lineships, so they kind of have to act like reinforcement from neighbouring ports) 

Inside Raid instance

Raider side

Countdown of 30 sec as in normal battle so raider gets to start asap. 

The raid is a gauntlet where you need to stay within a circle or maybe even square outside the harbour.

The ship cant be docked because the one side will be unable to fight the "batteries" and the "defenses" next to the City. Therefore longboats needs to be sent to retrieve what ever goods are stolen. 

The more longboats are sent into the harbour the faster the points are generated, keep in mind though that one longboats mans 20 crew which the first mate is the comander of, and you better not get caught by defenders coming into the battle or your ship might have a chance to get boarded or beaten without crew to retaliate.

The longboats use 10 mins each to do a full trip they have a meetup point which is in the centre of that capturing circle and it takes 2 mins each longboats you need to retriever the stolen items from. So send all and retrieve all at the same time and be much more vurnerable or do one and one and be able to fight back any opposition that may come. 

The longboats have hp but they are of the size of a gunboat maybe less so they are hard to hit from range. 

The fun part is that you go up the ranks of loot chests which are transported into the ships although with less weight maybe, and if you manage to get all 4 you can still send longboats but then you get the clan investments in form of VM and CM and even doubloons so you're basically robbing the admirality that clans have invested in. You would know every thing is empty when the first mate gives you a popup message saying every thing is searches through and we have taken what we can = wealthy port takes longer time and gives great reward = high risk = high reward. 

Maybe these should come in their own chests so people have to open them in port and not just transfer them to captains chest on OW. 

Defender side

Gets no notification world wide, the only time the notification shows up is when you teleport into the harbour outpost sound from cannons and fire is heard around you, something is going on here, and if you are on the OW you can see red crossed swords over the port. 

The Defender objective is to stop the raiders at all cost either by sinking or capturing the enemy ships. The chests that are stolen from the Town and Admirality can be turned in to receive rewards of the same quality as the contraband good were worth (eg same chests as raider steal). 

Gauntlet is ended and continues in OW

The chests are still captureable until they are opened and in the captains chest etc and opened in a port. Defender can only turn them in in a National port (the admirality plans a heavy Escort back to the origin port so the Defender wont have to do it). 

Now the rumour has spread to other National cities so the raiders that are wanted are now flagged with contraband. 

 

If im not mistanken this would generated a risk = reward game where both the Attacker is rewarded for the raid if its completed and Defender is rewarded for a successful defense and if not are punished for it by losing VM, CM and doubloons from investments. 

Only problem i see is if there is a 25 man group that wants to roll in and do it, which would make it invincible, but then again we have Morgans raid on Panama. 

Tldr; ez raid, risk = reward, circle, longboats, monkaS all the time

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1 hour ago, Intrepido said:

Your idea opens an exploit.

You let the attackers raid the port and then you intercept them later on the OW.

My proposal makes that both sides HAVE TO FIGHT inside the raid instance if they want rewards.

Its Countered by little to No information that the port is under raid, its only visible for players of that group that does the raid and the defending nation and if you are in that certain port, but you dont know for how long it has been going on if the attackers have gotten 1 longboats of contraband or 5 unless you join the battle and Check depending only on the timer. 

There wouldnt be any timers either for this as raids as more spontanous it seems. Besides, raid at nighttime or raid ports with not much traffic, or bring fast and agile ships

I red your suggestion, say we drop the encounters after the raid on my suggestion then it all happens in one instance, then its the same as yours. But what is your thought on a raiding party completing a raid, what are the critiques of finishing and accomplishing it? 

Omg hello kittying autocorrect btw..

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