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Everything posted by Hethwill, the Red Duke
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What is a hot zone ? And as you say, traders will use the trade routes that yield profits. True to form. If it is your nation "countless nameless" traders they will, seamlessly and without your explicit approval, help out because they are simply playing the game. If it is the enemy nation smugglers, they will, seamlessly and without anyone's consent, contribute to rebellion without even directly noticing it.
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Little dastard been trying ( and almost... ( just almost ) did it ! ) to nag me back to Jone's locker. 😮
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Yay ! a new entry... Right in time for post lunch coffee... *sips and starts readin' *
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It will work on its own by gameplay of the 90% of nameless players that use multiple ports for their playstyle. Their actions will simply have a result. ( which can be countered by a lot of other nameless players that do their trade plight everyday simply because they like it). It will be seamless and, more important, a choice. I didn't think it as a min/max mmo meta, but inclusion mechanic. So, please, explain again why is it a waste of time for all players. Thank you.
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A Re-take to Regional Bonuses
Hethwill, the Red Duke replied to Teutonic's topic in Current Feature Improvement Suggestions
Going to disappear. Enter enemy town mechanic will be direct. Warships are never smuggler. Traders are always smuggler. -
random fire
Hethwill, the Red Duke replied to LaRue's topic in Current Feature Improvement Suggestions
I approve. I do use Random fire on several occasions and want to keep it as an option. Having it separate from the cycle is good for everyone.- 55 replies
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Suggestion: Implementation of Open World instances ( dynamic spawn ) that do not, necessarily, contain combat. They should simply spawn "randomly" everywhere, even in the middle of nowhere in some cases. Like 1 spawn for every 3 counties area. Limited to 7th and 6th rates - basic cutter excluded. They should be closed once started. No interference. They should not be repeatable, once used they disappear. Time limit of instance - very small. From 15 minutes to 30 minutes maximum. Mechanics: Player has to navigate, use wind properly, net get caught in leeshore where appliable, and reach the objective, access "location/ship hold" and overall make use of all mechanics other than "aim/shoot". Examples: - navigate shoal reefs to reach a ship wreck - use NA:L bathometric instance design (!) - provide aid to stranded ship in the middle of the ocean - by supplying necessary repairs. - explore a "unknown settlement" on the coast / upriver. - trader in distress - defend AI trader from AI privateer ( this is combat ) The rewards could also be different from "individual" items for the player but Region based. Something like - 10% increase in LH for all ports in the County until next maintenance, if we help the stranded ship - or - 25% increase of NPC goods in all ports in the County, if we contact the "unknown settlement" - or- On very rare occasions, a "epic" loot item, such as a Silver Chest. Say 1 instance out of 100 per maintenance cycle. So only 1 player out of everyone might bump into it. - could provide item similar to the old Letters with indication to navigate to a "certain port" to receive a "thank you" reward, similar to a "sealed Bottle" but being claimed in a port, not in the middle of the sea, and sharing the same mechanic - weight, cargo space, all in one or nothing. Pros: - stuff for newcomers and veterans alike, using the 7th and 6th rates - does not involve big ships, just the smaller vessels are eligible to enter Cons: - instance level making ( dev time ) - no special gear rewards - may award enemy regions with bonuses
- 7 replies
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- 14
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- instances
- non combat
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A Re-take to Regional Bonuses
Hethwill, the Red Duke replied to Teutonic's topic in Current Feature Improvement Suggestions
Not talking about solo. Talking about "individualist". Different things. A Clan is not solo and can be individualist Sorry for the off topic. -
A Re-take to Regional Bonuses
Hethwill, the Red Duke replied to Teutonic's topic in Current Feature Improvement Suggestions
Immediate access versus planned logistics discussion going on. Looks good and might feed some ideas for the wargame part, but definitely not for the individualist. -
Change name from Hostility to Stability Invert meter - e.g. Stability in El Dorado dropped to 10% Review factor needed to drop Stability to 0% - now 1.0, change to 0.5 - to accommodate all playstyles Include port demand/supply in the Stability formula Details for each topic as needed 3 - Sum of all parts being better. Still possible to completely drop Stability to zero just with combat missions -or- by trade alone. Reduce Hostility Missions factor to accommodate with Trade Stability. Full cycle of X missions, drops by 100%. Reduce factor per mission. Full trade achieved ( supply and demand of NPC traders in town ), Stability drops/raises by 100%. 4- Simple ( and complicated ). Read... Port nation owner traders supply town with daily demand of products. Stability rises. "Population" is happy. They got access to the items they need. Port nation owner traders buys port npc produce - Stability rises. "Population" gets a influx of money. They are happy. Nation dedicated traders have a indirect impact on keeping the "empire" stable and "population" happy. Enemy smuggler supplies town with daily demand of products. Stability drops. "Population" starts to trust foreign power traders. They got access to the items they need. Enemy smuggler buys port npc produce - Stability drops. "Population" is happy with the influx of foreign cash more than own nation. Now to the Pros and Cons, the most complex part. Pros - direct daily influence on the empire stability (RvR) by non combatants - players more interested in the trader careers - as they also increase their personal fortune by being trader moguls - increase importance of trade in the game world to mimic age of sail - "The Spice must flow" factor. - opportunity to award marks to traders by amount of Stability secured by supplying goods ( only supply, not purchase ) in similar proportion to what combatants get with damage/kills in Hostility missions - trade vs privateering Cons - in some cases a overextended period to drop Stability ( raise Hostility ), mainly in the big ports where supply/demand items are expensive. ( can also be a pro ) - different favorite playstyle - pvp, pve, trade - may have to coexist towards the same "national" goal. - trade vs privateering Further clarifications Just to clarify some details which have been asked in private: - Each port has a quantity for offer and demands a quantity, for several products. So it is visible to any player. A port that demands 100 Wine, will only count 100 Wine delivered towards the effect, any surplus can be sold to port but counts for naught. Quota has been met already. - Same with offer. Port NPC offer ( across the entire day ) is 1245 Cider, it will only count 1245 towards the effect. Even if a player brings 2000 units to sell there, the NPC produce is what counts. Players cannot spam. Note: Only products that cannot be produced by players via buildings count.
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A Re-take to Regional Bonuses
Hethwill, the Red Duke replied to Teutonic's topic in Current Feature Improvement Suggestions
This is a good move on itself. Can be bettered, as I envision, with County Capitals being Naval Bases and the only places eligible for admiralty shipyards - ships of the line - 3rd, 2nd and 1st. The pride of the navy. Better chance on the County Capitals for Capital ships ( 3-1). Flat for others (7-4) Rest of county ports can be used for all other rates and "private" shipyards setup there. Better chance for 7th to 4th, flat chance for 3-1. ( notes in color ) -
The player IS the ship. One ship at a time. One "toon" at a time.
- 391 replies
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- real currency
- pieces of eight
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random fire
Hethwill, the Red Duke replied to LaRue's topic in Current Feature Improvement Suggestions
Several threads suggesting changes/removal of Random Fire mode have been merged. Use the Search function to keep the suggestions alive. No need to create new ones. Thank you.- 55 replies
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A Re-take to Regional Bonuses
Hethwill, the Red Duke replied to Teutonic's topic in Current Feature Improvement Suggestions
Please explain why. -
Many thanks sir ! Will look into the first one ( hope it is not only sustenance supplies but everything ).
- 100 replies
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- first rates
- ship of the line
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Quick and Dirty fix, imo. A 1st rate, by its sheer volume, occupies way more dock real estate than a schooner. Think about it. How many brigs would you be able to dock in the harbour space you could dock a Victory only ?
- 100 replies
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- first rates
- ship of the line
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