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check this https://en.wikipedia.org/wiki/Casa_de_ContrataciĆ³n chartered companies existed and established control over cities and towns. Sometimes they fought each other. resources were never in the historical places with the exception of woods and fish don't forget its a game too. Companies solve alt problem. Less problems = better game.
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NPC stores have their own prices. They focus on making their required margin and not more So if someone sold repairs (for example captured repairs) to the store that does not consume repairs (free towns for example consume repairs and thus pay more) They they would just mark those resources up for their margin and place on market For example If required margin is 100%. Then If NPC buys the item for 100 they will sell it for 200. They won't care if someone is selling it at 750. They want to sell first. There are 3 types of town for any resource Producing - lowest prices Normal - average prices Consuming - high prices (high purchase prices and even higher selling prices) So if someone sells something in a producing port to NPC they will always relist that item at small margin and sell it cheap. they don't need it and want to get rid of it fast
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I like how you make up stuff out nothing and then get upset about something you just made up.I will repeat how the system works so you don't fall into that trap again. AI DOES NOT MAKE ANY RESOURCE OR/AND MATERIAL. With the exception of trading resources and rare woods. AI DOES NOT HAVE ACCESS TO CONTRACTS As a result you cannot get blocked by AI or you cannot be outcompeted by AI. All resources/materials sold on market were brought there by players or listed by players.
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I think you misunderstood. Taxation will coming from the game itself as a given. All ports will be taxed by governments. Stamp tax will be implemented on all transactions. If clan gets control over the port they will only be able to change it a bit. Clans will only be able to make it a little bit higher or lower or zero.
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Battle Sails! GIVE THEM A USE!!!!!!
admin replied to Hodo's topic in Current Feature Improvement Suggestions
i am reading them too mate -
Battle Sails! GIVE THEM A USE!!!!!!
admin replied to Hodo's topic in Current Feature Improvement Suggestions
so more accuracy too. -
Battle Sails! GIVE THEM A USE!!!!!!
admin replied to Hodo's topic in Current Feature Improvement Suggestions
Battle sails were used when shooting against the wind because sparkles were blown up and back and could set all sails on fire. This can be easily implemented. -
Battle Sails! GIVE THEM A USE!!!!!!
admin replied to Hodo's topic in Current Feature Improvement Suggestions
yes.. originally in the sea trials they were giving a boost to turning we are planning to give more uses to battle sails 1) increase turn rate 2) reduce fire chance 3) increase fire chance if you are not on battle sails some magic has to be done with animations so they are well integrated into the sequences.- 33 replies
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It is of course under consideration.
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It is a perceived feeling which was caused by higher online numbers. The bad stones on the riverbed were just invisible because water level was much higher. Everything was 10x fun because there were 2500 players online (and another 500 in the queue). Now when online is lower some systems start to break down and uncover problems.
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Flags is a lesser evil compared to the hostility grind. In reality you would not even get a warning. Enemy would just sail and capture. Flags being placed for 30 mins (similar to potbs just standing with pvp flag near port, or eve shooting a structure) would allow you to sink it if you are stronger. flags were hated not because of fake flags, but because you could use them to BLOCK conquest
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Thats exactly what i am asking - where is the logic in trying to find solutions for fake flags. Taxation and port income make conquest finally meaningful from the monetary perspective, and will make combat for unimportant ports meaningless. Even if 5000 fake flags are created why would a clan waste resources and risk ships for useless ports? They will only respond to important ports and defend them.
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We will provide the tax collected info on the port card. And can make flag cost to depend on weekly taxes collected. In this case lets say you see that 3 flags are created for your ports. Flag 1 - port earns 10,000 per week in taxes Flag 2 - port earns 5,000 per week in taxes Flag 3 - port earns 50,000,000 per week in taxes Which port flag you will react to? And which you will ignore?
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i find it simple First we need to make starting experience much safer, this is achieved by safe suburbs (high sec) and hostile center (lowsec). Main (coasts) and Antilles are uncapturable Puerto rico, Hispaniola, Cuba, Bahamas, Jamaica, All island chains are capturable We don't need a good way in nations to fight rogues and traitors because edge cases will still make them possible, we need a tool to eliminate them from RVR and this is achieved by war companies (clan alliances).