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Everything posted by Hethwill, the Red Duke
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Yes, I understand that. One of the most prolonged requests from the community was something that pulled population out of the capital. But in POV trading and crafting mainly got decentralized and prone to Conquest needs. Where before I could do it all on my own now it is: too time consuming and too risky - time spend with cargo in the open sea means more time open to trade raids. Therefore I appreciate my fellow traders. I buy them the things I cannot produce myself. Sail along with a convoy to the nearest Free port, Setup delivery to the region I need them resources. If i'm mistaken, I am sorry but cannot understand what is wrong with decentralization and "career" cooperation. I need Traders to get me the resources I need, and then I need War captains to escort my cargo. Traders are served. I am served and the War captains will be served with good quality ships from whatever region. While there are fine tunings to do, I do not see any danger in a system that promotes less "one player do it all". Snappy salute.
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Eishen, Hitting 33% means there is a window open yes. Also means it can be countered by the owner nation and restore order - up to 50% threshold. Hitting 0% though is fatal and PB goes through. I am still unsure of the formula to sum up all the activities but a basic idea is to give PvP the biggest share, along with Epic Events. Trade and Smuggling a median value. Normal missioning a token value. Pretension number one: focus players activities where it matters / where it hurts Wargame.
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The nations with WAR status versus the nation that holds the region. If two nations are allies of course they can join together. If two nations are not allies but have WAR status, the first ones to initiate the PB ... well... are the ones getting the PB. Stability is per region, if you didn't interpret it correctly.
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Yes Vaan, but notice that there is specific area marked for that, in my suggestion - be in the region capital "reinforcement" area which is very visible and open to proper defense by stationed players. Basically it emulates a scenario where a enemy squadron ( or a pirate fleet ) stands in front of the town like giving out the message - your King cannot protect you.
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War supplies are simply done away with or transformed into trade goods available after the 49% mark, to emulate rebellious forces buying weaponry from smugglers. BUT I am sure they can be used on their own tied with clan-oriented War Fleets suggestions types. Battle initiated can be as it is now, with advance warning. The importante thing is that - the region has fallen into decay and "abandoned by the mother country" and has absolutely no security or stability so pretty much open to conquest by anyone.
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Establish Stability. Transfer responsability to Defender while keeping the offensive nature innate to being the Attacker. A Region starts with 100% Stability. This must be maintained by the players ( clans can adopt a region under their responsability using their meta gaming ) via the normal mechanics of the game except being AFK or simply sailing about doing nothing. Stability drops, at a rate if the Region has no activity at all. Trade help keeping stability and raise it if it drops. Meaning keeping the stocks in check. Influx of currency to the region by buying and producing goods - creates richness in the region - and influx of goods in demand which port consumes - creates welfare. So, the civilian part is covered, 50% of Stability due to trade and coin flowing through the region. Military presence being the other half of stability. Populations knowing they are safe and protected. This means the region being used by the players as a Naval Base for their missions, their pvp, intercepting smugglers, etc. So how to destabilize a region ? Easy. Financial and military. Financial destabilization mainly by smuggling. This means that Consuming demands being met by smugglers changes the hearts and minds of the population towards the faction that is bringing the goods they need as opposite to being "fed by their own mother country". The same way if smugglers guarantee influx of cash by buying produced goods they will work towards the same goal. Population is happy whatever the origin of the coin, hence they might see the Aggressor as the good guys. Military. This is where the mere presence of an enemy nation squadron can unbalance things. As long as an agressor ship/squadron/fleet is within the "reinforcement area" of the region capital the Stability takes a hit. It stops when the enemy is intercepted and brought into battle. All the rest of normal combat activities also participate towards destabilization of the region, missions, pvp, trade interception, etc. Note: All enemy factions, including the "enemies of the world", the pirates, work as a whole. They are not split. Stability is a ONE factor and not split into several different "stabilities" STABILITY DROPS... now what ? This is the tricky part where I need help to link up with the combat scenes. As I see it there should be no indication of stability unless it hits below 50%, where the majority of the region no longer supports the faction rule. It is of the Ruler faction interest to keep the region stable and full of activity. Once any region stability hits 49% all the nations should be aware of that, maybe listing them in the new conquest info boxes. This is the calm before the storm and once Stability hits as low as 33%, meaning only one third of the population supports the rulers the possibility of conquest by Port Battle is open. Oh.... but who can initiate a PB ? Well... pretty much any faction with WAR status. ( Yes pirates vote for enemy/war status IIRC ).
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Maybe something was lost just with text and no voice tone and/or body language. Not grumpy. Damn technology I'll help you out. This is patch This is talk about wipe
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Ah I get your meaning and it makes sense if we keeping the levels Actually I'm more looking forward to expanded binary system in the OP - standard build ( basic ) and designed ( exceptional ) in the vein of some naval warfare wargames. with full ship design. That way I see the compromisse between ship characteristics as opposed to slab cut builds we see all the time. Still the question remains. Why does EVE pvp with perma loss is pointed out as a good system and NA with extended durabilities isn't ?
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Good morning. What wipe ? Can you please read the announcements and not "joke" so much ? Cheers.
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To make the workflow easier but keeping the necessary planning and effort I suggest the following: 1. All regional capitals are Naval Bases. They are automatically usable by an ally and can park up to 5 ships and a warehouse. Pretty much a "free" outpost. National Capital is NOT considered for this to ensure there's expansion. 2. Naval Bases cannot have any buildings. They have a shop of course. 3. Teleports between Naval Bases enabled. Outposts 1. Outposts keep their status for production buildings and Ship Building and additional naval bases. 2. Outpost naval base can hold 2 ships in port. 3. Outposts + Naval Bases sum the infrastructure available for a Nation player Looking to freeports. 1 .Freeports can hold 2 ships in port. 2. Fleet option disabled at Freeport ( to enforce the 2 ships limit ). You either bring your fleet already or you can assemble it 1+1. 3. Deliveries still only between Freeports. And finally looking at the crafting of ships. The big big big issue is the logistics of regional trims, so I suggest a abstract layout. 1. If a region is controlled by a faction / alliance the Regional trim is available in any ship building port. 2. If a region is contested the trim in unavailable. If lost it becomes unusable. 2.1 Again, as stated before, Naval Bases are not ship build capable.
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There's surely a confusion. There a patch and there's a content upgrade. The second is ... and this indeed points to a wipe. Misinformation spread like wildfire and give way to odd discussions especially if your companions do not keep up with fórum announcements. So always make sure you pass the correct information - a link is always good.