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New Feature Proposals - RVR


Question

Please propose your ideas in the following way.

  • 1 Post = 1 Proposal.
    • Players will vote on 1 proposals only. Multiple proposals will mix different subjects and confuse.
    • Multitiered or multi subject proposals will be removed.
  • Keep the proposals on the topic subjects
  • Do not comment. The thread is for proposals only
  • If you want to improve on other people proposals contact them so they can update the post. 
  • Best proposals will be brought up by the system based on likes and we will comment on them once in a while. Proposals which dont get community attention will be ignored and will sink to the bottom.

 

Example of formatting 
Correct example

  • Cannon crafting proposals
    • Cannon crafting change rationale
    • Cannon crafting current version and whats wrong
    • Proposal on cannon crafting change

Incorrect version

One post 

  • Cannon crafting proposal (should be a separate in a economy section)
  • Trading proposal (should be a separate post in an economy section)
  • Hostility proposal (should be a separate post in RVR section)
  • DLC ship proposal (should be a separate post in DLC section
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  • -1

Limit the rate of ships allowed in Port Battles. 

20K BR Port: Max rate 1st, min rate 3rd rate.
10.6k BR Port: Max rate 2nd, min rate 4th rate.
5.7k BR Port: Max rate 3rd, min rate 5th rate.
1350 BR Port: Max rate 5th rate, min rate 7th rate.
900 BR Port: Max rate 6th rate, min rate 7th rate.

Or something along those lines. 

Reason for the change: To alter the meta of PB fleets and refresh PB compositions. Also to remove small ships from large battles and make some underutilized ships get a chance to be used in PBs. 

 

Edited by Never
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  • -2

Introduce a role for smaller vessels in deep water port battles. As it is reasonable, deep water PB are populated by large vessels with high BR (as a result of the BR and player number limit). As there are not that many shallow water ports, players without large vessels can easily be out of the RvR game. RvR is a great way for us less experienced players to learn and interact with more experienced ones. Therefore, it is a pitty to be unable to participate. Additionally, it feels that there are several ships that play no role in the game: the gunboat, the mortar brig. Sure, they can participate in PBs, but in practice, they are not useful in shallow water PBs, and are a waste of BR and player counts on deep water PB. 

I'd suggest that small vessels could be given a role to play in deep water PBs. This could be achieved in a number of different ways. The most obvious one is having an additional control point at a shallow location (which could represent a landing beach for marines, for example). Smaller vessels could also help out as suppliers for larger vessels, say for repairs or additional chain shot, allowing for additional dynamics. The roles of the gunboat and mortar brig can also be rescued. I know that the argument against gunboats in PBs is that they can easily be boarded by a Privateer or a Requin. Fair enough. But if there is a small-vessel support fleet that can cover the gunboat, it becomes again useful. I believe that this would imply most likely the use of two BR limits, one for the main big ship fleet, and one for the small vessel support fleet.

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  • -2

I suggest small balance edits for unnecessary ships. Essex + 1500xp + 10 to the thickness of the masts will be a long alternative to Trincomalee now the ship is not used. Saint Paul +0.4 maneuver 0.2 to speed, ship for pvp of battles, now ship not is used, 3 REIT +15 to armor and HP relative to Belonna And-10 percent from speed and maneuverability Bellona, tickles ship more robust but less universal.

I apologize for my English with respect to the developers.

 

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  • -2

I suggest a new Server with a RvR-Round system. After one nation wins (70% Ports or whatever) Server gets wiped and a fresh round starts.

You can call it Hardcore Server and make some Special Hardcore Rules Like no noob Protection, no ship insurance and complete loss of stuff in conquered Ports or something like that.

If necessary make it a DLC (with monthly Fee) to pay the server ...  

 

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  • -2

Port Battle Fleets

At the moment for the big harbors fights we all use (more or less) a 1st Rate ship (mostly Ocean) and one or two fast ships to capture the circles.

My suggestion (whish) here for this: Mixed Fleet containing ships from 1st down to 5th rate based on Port BR.

1st Rates: no more then 3 ships

2nd Rates: no more then 5 ships

3rd Rates: no more then 7 ships

4th Rates: no more then 10 ships

5th Rates: no more then 10 ships

Remove the BR Limit for the deep Water Ports and set the amount of ships to 25 (what we already have)

Same here for shallow Ports (remove the BR) allow all types of Ships able to access a shallow Port (limited to 20 ships)

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  • -2
  • RVR Event "Hidden Island" - Make a neutral Port "Hidden Island" in the middle of the map (big open sea)
    Once per week an event is scheduled, where every clan can participate with 5 ships (BR fixed so they cannot bring only 1st rates)
    The clans fight in tournament mode so every round there are 2 clans fighting 10 mins. The clan which makes most damage (sunk ships count much plus hull / sail damage) wins and gets into next round. So you have to coordiante your team best as possible to corner opponents and concetrate fire on them.
    The winner gets control over the Port for one week. All (S) woods spawn in this port.
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  • -3

National voting system for all National players pick 2 out off all the Nations and then you go to war whit the 2 most voted) 
Be 1  month at a time and a max of x (1 / 2 ish)  Nations at war at a time. Can't be same country next month. 

Be able to do peace whit other nations so when at peace that nation can trade whit the other nation, battleships can go in that port to. seen as a ally. Think that would help a lot on the economy and a better flow in the world.

 

 

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  • -3

Random Alliances (every 2 months).

Alliances are formed against the strongest nation. Should balance ports on the map and make play more dynamic.

e.g. If Netherlands holds the most ports, all nations at war with Netherlands and players cannot attack allied nations for the 2 months.

Alliances can look like this: GBxES | FRxSVxUS | RUxDN > vs. NE. Players can attack non-allied nations, and the nation who controls the most ports.
e.g. GB vs FR 
e.g. SVxFR vs. ES


At the end of every 2 months the powers in Europe make new alliances and players are forced to work with other nations.

This would allow a battle where 2 allies can kill 1 enemy e.g. Trafalgar (ESxFR vs. GB).

 

Edited by Andrei
1 proposal.
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  • -3
2 hours ago, Swedish Berserker said:

Keep screening in the game the way it is now! 

We lost enough players the last few weeks and Months! 

We went from 1000-1200 player at the weekends back to 600-800! 

Don't take away even more content! 

The only thing that keeps players in the game is PVP content and new ships/features not less PVP etc etc 

You have literally no idea about this game, don't you?

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  • -4

I'll give this another try. 😊

RvR mechanism proposal

  • RvR change rationale, current version and whats wrong
    • currently, RvR events work like: process opens with hostility generation by dedicated open world missions, and ends with port battle (closed dedicated instance). Based on personal anecdotal evidence, this leads to stealth rush hostility generation, i.e. dedicated big ship fleets rush out, slam through a couple of missions, and the PB is set in a couple of hours; then a dedicated PB fleet sails next day, and may or may not be screened out.
    • What I don't like about this: RvR campaigns are short, frantic and quite digital. They encourage deploying specialised ships and fleet set-ups. There is little opportunity for independent clans and players to join and contribute ad hoc, with the exception of screening fleets.
    • what I'd like to see: keep the port battle format, because it is a good way to achieve set-piece battles. Extend the open world campaign in time (~2 days) and scope (ship rates and engagement sizes). 
  • Proposal on RvR change - switch steps
    • conquest opens with a port battle. I see no problem with this being teleport-into-PB, as proposed recently. Once PB is won, a conquest counter starts registering results of conquest missions in the OW (similar to the current hostility missions). If the attackers fight the counter up to 100%, the port is conquered.
    • I think this has good potential for trial-and-error tuning, with parameters like
      • conquest percentage per mission,
      • daily cap on conquest percentage gain
      • conquest percentage save points (if you fought it up past 50%, it cannot be dropped below that)
      • limitations on available conquest missions
      • et cetera
    •  ... to achieve a protracted campaign in the OW, allowing a greater and more diverse set of players to join in.
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  • -6
Posted (edited)

Remove all 5th rates and Requin from shallow waters.  Thereby removing all 5th rates and Requin from shallow water Port Battles. 

Even better just remove the Requin completely from the game.

 

 

Edited by Urchin
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  • -6

Proposal: Asian ships

We could use some NPC empires to threaten the rest of us with from time to time.  They could come from a spawned island or take a generally unused port and begin expanding into the region with Turtle boats and a variety of junks, spitting rockets, cannons, and ramming players.  The ships would not be for players to capture, build or purchase - they would be sort-of monsters of the game, and all players in both servers could work together to wipe them out.  Once wiped out, they disappear for awhile until they respawn somewhere else on the map until exterminated.  The loss of ports and good loot would be motivations to fight them.  

Current version of the game needs more variety of ships.  There's plenty of historical unusual - my my Western eyes - Asian ships that could be created as an 'Eastern Menace' or they could come from another dimension - I don't care.  I like sea monsters and stuff. 

This proposal would use historical references, ships and technology rather than fantasy sources, to help assuage the simulator/historical crowd.  I think the players and designers would have fun picking and making ships.  

I would NOT like to see these ships be player owned, simply because even ships like La Requin break the realism of the game by having a different 'family' of ships mixed with all the square-sailors.  

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  • -8
  • Decrease the gun pounder of the guns on the forts for shallow ports
    • currently the 42pds cannons forts have equipped at shallow ports are too strong compared with shallow ships hull and mast strenght. the forts already shoot quite fast due to the many cannons they have and are also very accurate, leading to alot of masts falling off very easily. At certain ports like Morgan's Bluff practically all the points are covered by op forts, making such portbattles being favoured way too much towards the defender.
    • A significant lowering of the pounders would improve the chances for the attacker but would still play a part in the portbattle in favour for the defender.
Edited by ScipioTortuga
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  • -9

remove DLC ships from RVR  (the requin)  because to counter the requin you need a requin so to counter a DLC ship you need a DLC ship forcing people to buy the ship 

Make people sail 5th rates again in port battles so you make people that like sailing them usefull

Instead you have to bring requins to counter other requins otherwise they will just run upwind and you cant catch them while they cap the circles

 

Edited by mexicanbatman
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  • -9
Posted (edited)

Can we have second war server to play with a new chance of balanced nations? Maybe with smaller brs in pbs for smaller player base. 200 players would be still better than what we have atm. 

Edited by Captain Cid
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  • -10

War in carribean was often driven by war in Europe. Let the Admirality tell you weekly, which nations are (randomly) at war with each other. Only these nations can take ports from each other. Nations in peace may also attack each others ports, but winning a port battle will not turn over its nationality but the winner is rewarded with half of the port income for 2 days.

PVP in open world is not affected and always allowed.

Randomly announced war will prevent smaller nations to be wiped off the map in 1-2 weeks if they dare to attack a bigger nation.

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  • -12

It would be nice to see that RvR is full clan based and nations are finally disbanded. I`m afraid that its impossible. So at least I would like to see mercenaries system or possibility to ally with  clans from other nations.

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