Uilleam Posted June 20, 2016 Posted June 20, 2016 I see a lot of comments, both pro an con, about different behaviors, plus terms being used like "seal clubbing", and "banking". I think some of the criticism would be resolved with known victory conditions...that which brings your nation closer to victory is good, and that this does not is bad. So, some possibilities: When one nation controls X per cent of all ports. The first nation to reach a milestone for economic growth (either in tons of goods traded, or number or percent of players above a certain wealth criteria. The first nation to sink a total amount of enemy ships (either by tonnage or battle rating). The first nation to have X number of Players at the maximum rank for that nation. The largest nation ( by one of the above criteria, or by number of ports) at the end of a set time criteria (2 months? Maybe 3 months). Largest fleet size, achieved when one nation has a higher total battle rating than all others by some percentage of total battle rating for all nations, or the first nation to achieve a set be size. Some combination of the above. The status for (each) criteria for each nation could be listed on the conquest information part of the map. As a result, it could become more or less important to build up economy/ trade, build more ships, win more battles or have more ports. U think this or something like this would add a much deeper strategy element to the game. I'm sure other victory conditions could be added to the list, but one from each category (military size, economic size, total conquest...) should be selected so there would be more than one path to victory....maybe a special path for the pirates even. Just my suggestion for improving the game. If this is adopted though, I'd like to see some kind of cool graphic celebrating the winning nation at the end. 1
Bommel Posted June 20, 2016 Posted June 20, 2016 All your victory conditions do hugely favor the nation with the highest population. Having the most players is not actually an achievement of the players of the nations. I see a lot of comments, both pro an con, about different behaviors, plus terms being used like "seal clubbing", and "banking". I think some of the criticism would be resolved with known victory conditions...that which brings your nation closer to victory is good, and that this does not is bad.So, some possibilities:When one nation controls X per cent of all ports.The first nation to reach a milestone for economic growth (either in tons of goods traded, or number or percent of players above a certain wealth criteria.The first nation to sink a total amount of enemy ships (either by tonnage or battle rating).The first nation to have X number of Players at the maximum rank for that nation.The largest nation ( by one of the above criteria, or by number of ports) at the end of a set time criteria (2 months? Maybe 3 months).Largest fleet size, achieved when one nation has a higher total battle rating than all others by some percentage of total battle rating for all nations, or the first nation to achieve a set be size.Some combination of the above. 1
CaptVonGunn Posted June 21, 2016 Posted June 21, 2016 Plus what happens when one side wins? This isnt like WWIIOL where the gear was all owned by the system... the size of the navy would be the same on reset after a win as it was when the win happened since everyone still has all their toys
Uilleam Posted June 21, 2016 Author Posted June 21, 2016 How to keep the most populous nation from winning by default? Given the progress towards the victory condition(s) are displayed and so therefore known to all, the other nations would have an incentive to team up against the leading nation. Depending on which condition the leading nation is leading on would change the what the counter strategy would be. How to balance the restart? I hadn't considered this question...I was thinking the game would start over from scratch in terms of ships and resources, with some portion or percentage of XP and crafting skills being carried over from the previous game so you wouldn't have to grind through the lower levels of crafting and ranking up. So...maybe this isn't a great suggestion? Maybe others will have some comments on how to implement it in a better way? In think without a victory goal to work towards that once you hit top rank and have a latge stockpile of gold, resources and ships, all that's left is capturing ports, and eventually one nation is going to dominate by having an increasingly large number of ports. Another aspect of this, once a nation is reduced to only having its Capitol, ( or some small number of ports), the players should have the option of changing their allegiance to a different nation. Anyways. Unless the devs want to make it where ports always eventually revert back to their original status at some point, eventually one nation will become dominant by having a large majority of the ports, so my thought is to create multiple paths to "winning". What should carry over to the next game after one side wins is a good question. Thank you for posting and I look forward to seeing some more discussion in this.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now