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  1. если у тебя есть голос значит ты либо утопил много рейтов противника или захватил порт Решает большинство от ранга голоса увеличиваются Игрок с землей в 10 портах имеет больше голосов чем 10 человек с одним участком
  2. Please only talk about port battles and port battle mechanics. Port capture Port conquest will be slowed down. 7 day cool downs will be implemented for port captures - if you captured a port its yours for 7 days (maybe should be longer) Losing or capturing a port should be a national effort. Losing or capturing a port should be a big event Instantly available port battles should be avoided to give defenders time to prepare: thus port battles should be announced 1-2 days in advance. This can be done either by just announcing port as a attack target (can be false) or by raiding. Raiding the port opens it for the attack. During the raid you don't capture the port but steal some goods from it and maybe weaken its defenses - destroy forts. Raids can be done any time. Time zone problem remains unsolved and is managed by the timers. But because there are no instantly available port battles everyone can prepare a defense or attack for the required time. Time for attack becomes shorter. Timer is set once and can only be changed if you just captured the port. Port battles Battle circle of death will be removed Towers will be removed from the goal BR difference will be removed from the goal 3 capture zones will be added to port battles to win the port battle you have to do one of the following destroy enemy fleet completely capture 2 of the 3 capture zones if attacker only controls 1 capture zone defenders will win the battle Zones won't be close to each other so attacker must split the fleet bringing more tactical depth For the defender they have to also control 2 zones so they also have to split the fleet Forts will provide defence - but might be giving points for victory Because of land some ports will become uncapturable if defenders come Initially all forts will be automatically placed. Eventually defenders will build them in ports Victory points are determined by the following Losing ships loses points based on the BR of the vessel Killing ships gives points based on the BR of the vessel Controlling zones gives points Zone can be captured by any ship If enemy ship is present in the zone capture stops and the enemy must be destroyed first The zone will be 1 -1.5 km in diameter to disable trolling and line hugging Wars This is just an idea for the discussion. If the suggestions will be simple and easy to implement we will code them in. If it will be deemed too confusing we will keep the old - constant war mechanics. Wars must be declared. Wars cost money Wars have limited time. You can only capture ports during war War can be won once the nation reaches certain number of the war effort points War gives rewards in form of ships, ranks, xp etc. War effort points are gained by 1. PVP against the war target 2. Port battles 3. Raids 4. Building and supplying front line or raided cities (repairing infrastructure) 5. PVP missions 6. PVE missions in war zones This gives everyone the opportunity to influence the war and decide on its result Ports are lost ONLY if the war is won. Once war ends peace agreement is automatically signed for some time and ports change hands based on the war effort difference. Before that ports remain contested and available for both nations. content and changed will be added to this post as edits once good ideas start coming in the comments.
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  3. Alliances give access to naval bases of allies. 1 hr assault flag becomes redundant. Eliminating assault flag also stops flag abuse and other things. Timers will be shorter and will be on longer cool downs You also won't be able to reset them. This will come in a separate post
  4. только за реал и только 1 надел Мы считаем что система Помог захватить порт получил надел (голос) Утопил тучу линейников врага - получил надел (голос) Решает большинство проблем. Участвуешь в жизни нации = получаешь право решать что делать нации. Захват ресурсов для нации и потопление линейников противника это простой идентификатор - который сложно обойти или нафармить
  5. 10 seconds on OW is more than 5 mins in battle (based on speed difference) Its a huge difference and even 10 seconds can give you a head start But again the main problem is not with the initial tag. The problem lies in a subsequent connections to battle. We must spawn them where they are located on the OW (previously we spawned them 500 m away from the most distant ship) If we spawn them based on old system they might get spawned onto land. If we move them around to avoid land they might get moved to the opposite side of cuba if the battle is starting right near shore. Thus we must spawn them where they are located on the OW. Thus the only option is to give them the zone from which they can enter if they are late to battle that is not near the enemy. This is what we are coding in now.
  6. 1.5 limit allows you to at least have a chance against the gank because they cannot exploit the positional reinforcement joining the battle ahead of your course. It was the only goal of the limit. The feature that will bring reinforcements closer to previous design will only appear around mid may. Thus smaller groups WILL suffer until then because people will spawn right on top of them in battles.
  7. думаем нет но по экипажу есть сомнения поэтому и выносим на обсуждение офицеры будут и нужны команда не знаем - сейчас удобно и просто и не факт что надо чтото менять
  8. The open discussion of the crew is needed to make such decisions. While officers are definitely needed and will bring extra dimension to the game - crew if it considered too complex or tedious will not get done. But at least we will have a good answer why its not done for future players.
  9. Англия заключит альянс со швецией и получит базу в Густавии
  10. по пиратам будет отдельная тема сейчас пока как формируется альянс у наций и кто может голосовать
  11. Модераторам большая просьба чистить оффтоп и флуд в данной теме 1. Политика и Альянсы Краткое содержание предложений. Для того чтобы политика работала необходима простая система принятия решений и определения кто может голосовать за данные решения Решения в нациях 17-18 века принимали землевладельцы - лорды. Получить надел от нации можно было тремя способами Получить землю от государства за достижения Захватить Купить Соотвественно - предлагается ввести следующую систему. Все города кроме столиц становятся нейтральными Каждый порт выдает 25 наделов на 25 участников портовой битвы (1 на участника) Надел также можно получить за участие в войнах (в пвп и прочих достижениях) Надел можно купить (пока думаем надо ли) 1 надел - 1 голос Количество наделов определяют титул игрока (барон сицилийский, князь портсмутский и тд) Первые 25 игроков (50 или сколько будет определено правилами) по владению землей формируют парламент нации с отдельным чатом. Игроки с землей принимают решения (голосуют) за Альянсы с другими нациями Возможно за войны с другими нациями или прочие соглашения Но для начала только за альянсы Нация может иметь 2 альянса Альянс формируется автоматически если обе нации проголосовали за соглашение (% голосов землевладельцев) Альянс по сути превращает вас в одну нацию с двумя флагами и дает следующие возможности Заходить в порты друг друга Заходить в битвы и возможно портовые битвы друг друга Не можете нападать друг на друга Альянс длится 30 дней и не может быть расторгнут Если вас не устраивает политика нации вы можете изменить ее только захватив больше портов или побеждая много в пвп ( теоретически можно добавить механику повстанцев- но там могут быть тонкости) Дополнительные стимулы к завоеванию портов 1) Наделы земли для принятия решений в нации 2) Увеличение количество часов крафта (от количества наделов) 3) Увеличение доступной команды для найма - об этом ниже 2. Команда Британский флот на 1800 год стоил 19 млн фунтов в год. Из этого числа более 85% были расходы на матросов и офицеров. Это никак не отражено в игре. Мы предлагаем ввести найм команды и расходы на команду в игру. Предложения Команда теряется если корабль теряется полностью Команда теряется если корабль взрывается Команда не теряется если корабль сдается (или теряется частично) Как у сида меера часть команды противника после абордажа может перейти к вам Восстановление команды идет адмиралтейством автоматически Но если вы теряете команду часто то вы вынуждены ее нанимать сами Порты генерируют определенное количество команды в день (или неделю) Если в нации слишком много капитанов (британия) то команды на всех может не хватить если капитаны часто тонут Потери линейников станут еще дороже Потеряв 25 сантисим нация теряет 25000 матросов и офицеров Захват портов становится более ценным так как вы получаете доступ к людским ресурсам Обсуждаем
  12. Crew is not goods and will be limited by your rank. The goal of the system is not to lock out players out of content. The goal is to rebalance cost of the ships to 20% ship / 80% crew and provisions
  13. Original idea is - you lose crew if you lose your ship (not if you lose crew in battle). We don't want players to run back to port after every battle. + Hire a doctor
  14. Moderators please help us clear off topic if it happens The cost of crew Everyone remembers that the cost to build HMS Victory (and refit it several times) did not exceed 150,000 pounds over the whole career. The size of the fleet in 1800 was around 1000-1200 ships (in various states from ready for action to being built) Total expenses of the British Navy only in 1800 were 19 mln british pounds. 90% of this cost were salaries and provisions - not ships Current ships are cheap and easy to get for 2 reasons Crew does not get paid Crew does not die Officers don't take the share of your prize (in reality officers and crew took a lot away leaving captain only with a share - especially if he was a pirate) We want to fix it. Proposal is actually simple Changes to crew Crew is a limited resource in ports (cannot be crafted). Crew has to be hired in ports or impressed from enemies by means of boarding Crew is provided in certain number per day (a-la labor hours) Crew hire cost includes lifetime salary and insurance You lose crew when you lose the ship (all durabilities) You lose crew completely even if did not lose durabilities if you explode You don't lose crew if you surrender (maybe - not sure) Losing 25 santisimas will lose your nation 25000 sailors Whole british navy staff in 1812 was 140,000 sailors Crew is attached to Captain (like officers) not to ships. You don't need to move crew from ship to ship. It transfers with you - the rest stay (wait) in barracks. Boarding players will be more important - (impress from enemies). Some ports will generate more crew per day and will become valuable targets in port conquest. Crew regeneration increases if you port does not change hands (does not fall to enemy nations). Protecting ports will become more important (crew reservers) More populated nations will have less crew per player (total crew pool of 250,000 for 1000 players) Less populated nation will naturally have more crew per player (total crew pool 100,000 for 100 players) Discuss and propose changes/improvements/alternatives
  15. This feature is simple and while it will take time to do it solves 1 main problem for the 20% of the player base. 20% of the player base - players interested in port conquest. It gives the tool to formalize alliances, slow down conquest and give extra incentives to do port battles and actually care about defending People who are only interested in pvp or pve already don't care about port battles. It does not matter to them who gets the 23rd Duke of Port Morant title.
  16. From what we are seeing now - clans decide what to do and will continue to do so Thus - clans will become largest land owners through their members
  17. This is our last last warning. Captains Lord nelson was a 1st Duke of Bronte https://en.wikipedia.org/wiki/Bronte,_Sicily He got this for military achievements. We said in the first post that If you don’t own land you can exhibit heroic feats – then you can become a lord and get land by lets say winning a lot in PVP As this is a very important topic captains who cannot read properly will be removed from forums in a friendly manner for 7 days (by withdrawing positng), because their feedback becomes useless if they cant understand what is being discussed. This topic is very important and we don't want people who cant read giving us feedback. We apologize in advance but we want to only focus on things that are relevant in this discussion
  18. To rephrase you just need to select yes on several important questions and change them once a week. Once votes reach certain % threshhold decisions are signed automatically. It = proposing a vote. You can ignore things you dont want to cast vote on.
  19. There will be no front lines. If you don't intercept the assault fleet it can sail anywhere. There will be no assault flag as well. No more 10 battles per day + longer cooldowns.
  20. Because there is limited number of things you can vote on no-one needs to propose a vote. If there are things where vote propositions are required (war declaration maybe) then only members of the parliament can propose the vote. To get to parliament you need to be one of the top estate owners. That also raises value of smaller nations for medium size guilds. You can be no-body in large populated nation, but you can be a member of the parliament in a smaller nation
  21. Хп у всех 10000 Скорость у всех 12 тогда все корабли будут востребованы либо магия - уникальные какие то скилы у каждого корабля свои.
  22. Historically it worked like that The Commons send up their bills by forty members, who present the bill with three low bows. The Lords send their bills to the commons by a mere clerk. In case of disagreement the two Houses confer in the Painted Chamber. The Peers seated and covered, The commons standing and bareheaded. In the game you will click on the Nation in the Politics tab and select a vote. But of course you can imagine that it is you sending the proposal by a mere clerk.
  23. We believe that nation should not be able to break the alliance. If you voted for it you thought twice. If you are not sure - dont sign an alliance.
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