Jeheil Posted July 12, 2016 Posted July 12, 2016 Sp I am very much looking forward to a the new port battle mechanics in a few months and how they will shape up. Setting a port up for takedown etc. I would very much like to see this accommodate the broad WORLDWIDE attraction this game has. So can I ask, when you ascertain that port X has been 'annoyed' enough to reach hostility level 'attackable' that this takes into account the 'timezone' that 'caused' such an effect. So for example, if I an my Australian mateys, lay the buff down off the coast of Ruatan in our primary playtime (server 08-14) then when the port opens for the 'actual' battle it is IN THAT TZ !! Also, I understand you intend X (say the top 10) ports to become attackable, could you curve that across the TZ's. So its not just the 10 top angry ports, but perhaps based on 'player loadtimes' its the top 5 in Eurozone, top 3 in USzone and top 2 in Oceanic TZ. I know thats harder work....but as a software development manager for over 20 years, I go very much by the following idiom "5 grumpy developers is ALOT less than 3,000 happy users). 2
Skully Posted July 12, 2016 Posted July 12, 2016 I see potential in this mechanic. I also see additions that can be added later like: A more detailed supply mechanic I'm not sure how far it's going to come up now, but I see something like "buying" supplies in a friendly port, "selling" in enemy. With different regeneration numbers for shallow, deep, regional and capital. Whale-boating from Santismas as a mini-flag alternativehttp://forum.game-labs.net/index.php?/topic/14792-pvp1-june-22nd-the-foggy-dance-at-bone-cay/?p=274409 The one thing I don't like is the "random" time slot. The worst outcome would be a time slot that has very little players (with assets) in that area and thus an empty port-battle. This must be prevented.The other issue is that it gravitates towards the peak population time slot. So you would only see PBs happening at 18-20. Tie to this the limitation of 10 port battles, and we are back at a tidal wave problem, but now time slot based. Maybe something like the following will work: Count up the contributions of each player by time slot. Assuming a player can't be at two spots at once, it means he implies his preference for the time slot in which he makes his contribution. Once the threshold is reached, determine the time slot based on top contributions in each time slot. Now comes the tricky part, because there is choices on how the proper time slot is chosen: The time slot with the most contributions wins (regardless of which side made it). Could end up in 25-1 fights. The time slot with the most contributions on the outnumbered side wins. So a 10-8 slot beats a 15-5 slot. That means 20 players worked for "nothing". The time slot with some other funky formula wins. The important bit is that contributions should be tied to a time slot and whatever formula is chosen the UI must clearly show the potential outcome (/ leaderboard).
OlavDeng2 Posted July 12, 2016 Posted July 12, 2016 Please post your port battles suggestions in this thread: http://forum.game-labs.net/index.php?/topic/13606-war-and-port-battles-rework-moderated/page-1 Locked as duplicate
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