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Thonar's Achievements
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I know, I'm a bit late to the party, but may I ask then: By cutting screening you also cut content for Frigate-Play, especially Heavy-Frigate players. Now, I understand that you want to promote PvP and not griefing, which is fine and you do this by guaranteeing the PB-PvP. Wouldn't it be then a good idea to have, additionally to the PB, creating a kind of PvP-Zone around the port for the two nations? That zone being open from the time the Flag is placed up to the Server-Restart after the PB took place and interacts with the PB in regards if the Port is flipped or not. In that way you encourage to stay and fight to keep the port and you open up content for all kind of rates depending on implemantion. I would be grateful if you would think about such a mechanic.
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Heyho, I leave this here, but I think wraith solution might be the better one. You'll find it here:
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- night
- night flip
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(and 4 more)
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Heyho, I just copy this here: Solution for the "Night-Flips": 24 Hour-Port-"Battles" (numbers below can be adjusted for balance) It is a rather simple system: Port-Battles are open for 24 hours-straight and for every kind of ship up to a max level (shallow, normal, deep) but never more than 25vs25 and a rejoining is possible but only once per battle hour (to help smaller nations). During this time-frame the attacking side must destroy the fort/ defense-towers to be able to capture the harbor. At the end of the 24 Hour period the attacking side must also have one of two BR-advantages over the defensive side to win the port. 1. Possibility: The Attacking side must have sheer number advantage of 5:1 of BR that had joined the battle over the Defensive side. (Victory by overwhelming) 2. Possibility: The Attacking side must have at least the same BR that joined the battle over time as the defensive side AND must have sunken 2:1 BR at the end of the battle. (Victory by Battle) IMPORTANT NOTE: Leaving the battle MUST be only possible when a ship leaves the battle area AND is not being hit for the same amount of time as in Open-World (so he has to leave the battle area and than the countdown starts). IMPORTANT NOTE 2: Land in Port-Battles MUST be implemented. Let me short explain these two notes: Now, the attacking side would attack an empty harbor and wants to secure the victory by overwhelming we just assume the maximum number of BR points the Attacking-Side can sent into the battle with a 25 Player 1st-Rate fleet over a 24h period: 900 BR (Santi/ Vic) x 25 (players) x 24 (hours) = 540.000 BR So if the defenders would only have 108.000 BR they would lose to an overwhelming force. This would mean a player fleet of 25 Belle-Poule/ Pirate-Frigates (108.000 BR over 24h) wouldn't be enough but with a single Trinco in their lines they would be able to achieve a victory over the 1st-Rate fleet by just joining the battle and leaving. To stop this, the defender must spawn between the enemy and the land, which forces the defender to fight his way out, when he wants to leave the battle (quite realistic actually). This way a nation would actually be able to "besiege" the defenders over 24 hours... when they can keep the blockade up. Of course these tactics aren't this simple since more than 25 players can actually join per hour (due to the fact that every player can join the battle as long as a place is empty and he hasn't joined the battle already during the current battle hour) and the battle lasting over 24 hours which means that an early aggression might allow the defender to just stop the overwhelming force by rejoining the battle when no attacker is there anymore. Another problem that you now might think off is: What if the Defender stacks BR over time? For this the defender must be in the battle and push out (escape) which allows the attacker to win via ships sunken. As a matter of fact: Such a system would be an rather easy solution since most mechanics for it are already within the game and a better system can be worked on.
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I have the same feeling. While the Confederate start is pretty simple and a good start for beginner, the Union start is actually relatively hard, especially for a starter.
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Heyho, I would just like to know the opinion of people here about the Campaign-Start. Playing the same mission on Union or Conferderate Side over and over again (and they are actually rather time-consuming) really bothers me. Is it planned to make them "Tutorial"-Missions being able to disable them? What do you think about them? Do you like them or would you prefer to start directly with the Corps-Creation?
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How Accurate is this Article on ACW Tactics?
Thonar replied to paulus1975's topic in General Discussions
I just used your quote. -
How Accurate is this Article on ACW Tactics?
Thonar replied to paulus1975's topic in General Discussions
This part is actually complete garbage based on prejudices. 1. Since 1740 (the beginning of the Silesian War) Prussia formed "Jäger zu Fuß"-Companies which were kind of Elite-Skirmishers with Rifles which did exactly what "Frederick was whining about". 2. Austrian punishments weren't any better or worse than Prussian-Punishments and the way the Prussian army recruited itself wasn't particular "special" compared to other armies in Europe. 3. True is only that Prussia never really adopted until late in the war skirmishing by units not trained nor equipped for it. To this the statement the "Austro-Prussian War" would have been the first "modern war" is IMO highly arguable. Depending on definition of a "modern war" it would either be the Crimean War, the German-French-War or the Russo-Japanese-War. -
That's also my main concern with melee currently.
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Heyho, I would just like to ask if you have the same experience and what you think about it: When a unit is fighting in melee it usually becomes impossible to regain control back over the unit before the melee has ended. That is fine to a certain amount as of the crazyness and brutalness of the melee in itself. But in some cases it ends up with a unit fleeing deep into enemy territory with a blinking white flag (no they haven't surrendered) without any chance to get back control over the unit to get it out of its misery of bad wayfinding. So Melee should be at least abortable (fall back) and units should always flee in the direction of the closest allied unit.
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War Supplied from 0 to 100
Thonar replied to Jeheil's topic in Patch Feedback and General discussions
It should stay the way it is, with only a minor change: PB will start not on the next day but 48 hours later, when the hostility is raised from 0% to 100% within 1 hour. Why should it stay that way? It makes war more dynamic. Before we had flag-carriers and nobody bat an eye... now there are several carrier... so why not? I enjoy the dynamic, especially since this way "war supplies" are actually quite a big deal, they are important to craft and can be prepared before a war, which means preperation and early success become a big deal, as it should be. The current system of "PvE" to 100% is rather... well... annoying. -
What has GER done?
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In German exists a shortcut for people like you "GröFaZ". SORRY achieved nothing worth mentioning so far and Pirates had the strongest playerbase by far during their high times, with the nations mostly fighting themselves instead of the Pirates at the same time. You are an arrogant fool, if you believe people have any interest in you. Pirates are just a playball until nations start real wars again beneath themselves.
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Every war the same issue... the alliance of evil complains about port-timers.
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Twig, thank you for your nice and kind words, even when I believe you overstate my skills in here. I hope you guys are doing fine. Nevertheless, whenever you guys need something like ressources for example, just write me and I will see what I can do. Best regards und immer eine handbreit Wasser unterm Kiel, Thonar