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Admiral Isy

Rank Penalty for Activation of Prolific Forger

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The Prolific Forger DLC permits mobility when a nation is failscading. However, it seems to be TOO easy to swap nations; with some entities flipping back and forth monthly depending on who owns their favorite ports.

A potential consequence to curb this disloyalty would be applying a penalty of losing 3-4 ranks each time the DLC is activated. With Master & Commander being the lowest one's rank can descend.

I DO own this DLC, and I regard it as a valuable purchase and necessary for this game. It would be nice if players had to weigh the consequences of deserting nations.

What's your thoughts?

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Would you still penalize them if the reason they left a nation was because it became to toxic to stay in? Your idea works fine for those that think of themselves more than the nation. But in cases where betrayal and backstabbing become the standard or where a clan leader believes that the clan is a dictatorship and not a democracy your idea actually punishes them and forces them to stay (or quit the game entirely).

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Was it that easy to change identity, with all your belongings in that era? 

It is too easy in this game, no consequence! You at least should pay, some millions of reals, dubloons etc. for flawless nation transition, new identity etc. 

So people should think twice, @admin

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Posted (edited)
37 minutes ago, Lars Kjær said:

Price for switching nation: 6,75m reals, 100k dubs and having to spend hours upon hours of setting up OPs, towing ships to free towns etc.

IF a nation has reached the point where ppl actually don't won't to stick around, then don't force them to stay - ask why they leave.

I own the Forger.  I've never used it and never will.   I wish I had known that I could not keep my warehouses and buildings before I bought the DLC.  The effort and time to move all of my resources to free ports is much too high.  As a trader with a high volume of material, the current deterent is very significant.   I wish that I could keep my assets just as I do in ports that are captured.
I had hoped to use the Forger as some diplomatic papers to enable me to conduct business with a foreign nation, for a month.  It would have been sweet to spend the time to collect some resources and conduct international trade.  But the cost of destroying buildings and outposts and the time moving everything is prohibitive.

The added inconvenience of removing 3 ranks, once when I move to the nation, and again in a month when I move back, is extreme.

 

Edited by Macjimm
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7 hours ago, Raekur said:

Would you still penalize them if the reason they left a nation was because it became to toxic to stay in? Your idea works fine for those that think of themselves more than the nation. But in cases where betrayal and backstabbing become the standard or where a clan leader believes that the clan is a dictatorship and not a democracy your idea actually punishes them and forces them to stay (or quit the game entirely).

Come on, you know the most common reason for using the DLC is to run away from the fight. There's a reason VP and Russia are so packed. Their size gives the illusion of safety

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14 hours ago, Admiral Isy said:

The Prolific Forger DLC permits mobility when a nation is failscading. However, it seems to be TOO easy to swap nations; with some entities flipping back and forth monthly depending on who owns their favorite ports.

A potential consequence to curb this disloyalty would be applying a penalty of losing 3-4 ranks each time the DLC is activated. With Master & Commander being the lowest one's rank can descend.

I DO own this DLC, and I regard it as a valuable purchase and necessary for this game. It would be nice if players had to weigh the consequences of deserting nations.

What's your thoughts?

The ability to nation-hop has always been a catalyst for toxic play.  This DLC simply monetizes it so devs have the ability to cash in on that particular player base.  Since development is now inclined heavily towards clan play instead of sticking to the nations as advertised, I doubt you will ever see any changes to this.  If this game were really nation-based, then I would agree with a penalty to flip nations on a whim.  Unfortunately you are talking about some other game, not this one.

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May be there should a another dlc? 

So you teleport all your belongings, shipyard, forge etc. to your nation of choice. 

So we can stop the drama? 

or another dlc, makes all nations for example Russian, you can keep your shipyard! 

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Switching nations is a chore, however not an inordinantely hard one.

The idea that you can leave one nation as an Admiral and attain the same post in another Nation's navy is laughable. Yes, Cochrane left GB and became an Admiral in the Argentinean Navy. He left the most powerful navy in the world.

Napoleon left the Corsican militia as a general, and suggested the French accept him to that rank. They laughed and made him captain. 

Switching was a good thing for Napoleon, it simply slowed him down. This is the whole point of a penalty to nation switching. It may be a great and worthwhile choice, but I think it would improve the culture of the game if such a move included some drawbacks.

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2 hours ago, Admiral Isy said:

Napoleon left the Corsican militia as a general, and suggested the French accept him to that rank. They laughed and made him captain. 

What ?

Napoleon was born in 1769, the year when Corsica became French... He's French born.

Moreover, Napoleon enrolled in a (logically French) military secondary school at the age of 10, L'École royale militaire de Brienne, in mainland France and continued his military studies and carrer in his homeland (France)... (btw those military schools were reserved for the noble families)

He became General during the French Revolution (Siege of Toulon...).

Edited by LeBoiteux
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This nation jumping could be solved by better or tweaked ingame mechanics.

Do you have a toxic nation? You can work with another nation/clan if there is an alliance or coalition mechanic.

Have you lost an important port for crafting? You can rebuild it in another place because it doesnt cost you weeks of farming millions of reals and thousands of doubloons and combat marks.

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I think that is enough penalty lose all your buildings like shipyrds, academy...

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Why the hell  frustrated people in the game by some mechanism, want other people to be frustrated too by creating an other shitty mechanism ??? all your historical arguments are irrelevant, this is a game not a simulation.

We BOUGHT the DLC, it's already a pain to change nation, why do you want to make this even harder ? When you don't want to play with some people, you change nation or you'll leave the game. If it comes harder, leaving the game becomes an easier choice...

Edited by Forbin
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Nation choice should be meaningless anyway. Switching nations should be as easy as buying a new letter of marque. If we had proper clan mechanics allowing clans to dictate who is friendly and who is not then the “nation” could just be a backdrop for low rank and PvE-oriented players that’s mostly meaningless outside of capital zones. 

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1 hour ago, Capitalism said:

Nation choice should be meaningless anyway. Switching nations should be as easy as buying a new letter of marque. If we had proper clan mechanics allowing clans to dictate who is friendly and who is not then the “nation” could just be a backdrop for low rank and PvE-oriented players that’s mostly meaningless outside of capital zones. 

We can only dream

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