Wilson09 Posted August 4, 2016 Posted August 4, 2016 (edited) I try to make it short and simple: I suggest the following: If a port is captured all production buildings are being destroyed / eliminated or are deactivated for the time of capture. (I´d suggest deactivated). Activating the smuggler flag automatically deactivates the “fleet” option, that is to say, no smuggler should be protected by an AI fleet. Nations (at least the pirate players) should have the option “change player´s capital to XY”. This may cost money and may include auto-transfer of goods and ships. I assume, all suggestions can be implemented very soon and with no great ressources taken from the dev team. Reasoning: To 1) It has been stated several times, that PBs are meaningless (map painting argument). Looking at the current state of the pirate faction, it is easy to see why. Critical ports have been taken around Mortimer by the nations. It does have no effect to the individual player as long as one can sail into his port (example: assume I have an outpost and a tobacco plant at Little Inagua) using the smuggler flag, I sail into this port on an Indiaman, extract tobacco, pick up goods using a buy contract, sail home safely being well protected by an AI fleet. The only downside of loosing a port is that NEW players are not being able to set up an outpost, that’s all. And oh yes, it is not so comfortable anymore as you need to sail there to extract ressources and not teleport. Loss of comfort, but that´s it. Same reasoning leads to frustration and disputes within the faction as the "killer-type"-players and leading clans give it all to get the ports back. As the indivual (and mostly casual) players don´t "feel" any severe effect or limitation on their income / play, most don´t see the point engaging. To 2) It does not seem very realistic. A traders snow sailing deep into enemy territory accompanied by, eh, two Constitutions? Disabling AI fleets to enter enemy ports would set the incentives right and encourage RvR. I´d might be dangerous and costly having a try to pick up critical ressources deep in enemy waters. Example: Little Inagua being captured. No tobacco produced any more at production buildings (assuming i) is implemented). I sail in on a basic cutter, put up a BUY contract on tobacco. A few days later, I want to collect them. I have to call up some mates to protect my Indiaman to get them safely home. Of course, buy contracts tobacco might be, and should be heavily contested now by the enemy factions. They should put in “shill bids” being high enough that pirates can not even think of buying tobacco there. They need to look somewehere else or get the damn port back at any cost ! To 3) Implementing i) and ii) could result in pirates “loosing the territory” and just finding themselves in a bad spot. Why not give a faction / or any individual player a chance to switch the location. This might be unthinkable for nations but might be handy for the pirate faction. Why? Pirates are not always a "band of brothers", keeping the pirates can attack pirates mechanic usually can lead to heavy disputes within the faction or individual players. Personally, I have been “picked” by a certain clan, blacklisted for no reason and tagged several times. KOS (kill on sight) they call it. So, what is the individual supposed to do? Exactly! Relocate. Right now, players are more likely to quit then relocate. The game mechanics do not support easy relocation. OFC, many pirates already operate in the west of the map. But, the downside is, you loose the valuable teleport to capital feature. If you are time-limited, you don´t want to give up this mechanic. Imagine, all pirate clan relocate to the west (somewhere). Nothing being lost, just the "green zone". Swedes can expand and hold territory. The Mortimer town "green zone" would still be there, and provide a safe haven for new players. And moreover, being beaten badly, the pirates might dream of going back one day to their spiritual home. Nothing being lost, just the "green zone". ------------ Any (constructive) comments welcome ! Edited August 4, 2016 by Wilson09
Konali89 Posted August 4, 2016 Posted August 4, 2016 interesting, but i am affraid it will kill the casuals, or they are only bound to capital and free-towns. 1
Wilson09 Posted August 4, 2016 Author Posted August 4, 2016 (edited) You cant craft resources in enemy port. Want to bet on this Otto ? Ofc you can. You are not able to teleport anymore to that port. But I "smuggeled / "sailed into LI, extracted tobacco from my building and sailed home. Right now, I don´t have any production buildings at enemy ports, so I cannot show you any screenshots for evidence. Furthermore, I´d argue that only the big clans are affected most. They´d run out of ressources, finally forced to sign a treaty and relocate. The casuals would not care that much as they might not even notice...or. They even benefit, as the "war" has gone somewhere else and peace will be around Mortimer town. They won´t be able to capture ports, but only be a "sting". Implementing "capital switch" might scatter pirates around the map. Right now, even if ALL nations attacked the pirates = zero effect. If all major clans decided to just wait, so what? Basically, it is a question of honour and pride or "lets get this port back", but pirates are not forced to fight back due to severe economical scarcity. That´s why so many go fishing and hunt bottles. Who cares about territory ? Edited August 4, 2016 by Wilson09
Wilson09 Posted August 4, 2016 Author Posted August 4, 2016 No problem, if I am wrong. I´d be happy if it won´t work, ais it simply means suggestion 1 is already being implemented ! Let´s test it. Anyone out there with production buildings at captured ports?
Wilson09 Posted August 4, 2016 Author Posted August 4, 2016 Sorry, I forgot about no. 4 / 5. 4. With Santa Cecilia going to be implemented. Here comes the chance to "test" the idea (stated and discussed several times) 1 specific ship being sailed / crafted by one faction only. It is a beautiful ship, but nothing superior to all the others. Why not give it to the SPANISH only ? 5. Those guys pushing non-existant cannons on my Traders Lynx have to go.
akd Posted August 4, 2016 Posted August 4, 2016 No problem, if I am wrong. I´d be happy if it won´t work, ais it simply means suggestion 1 is already being implemented ! Let´s test it. Anyone out there with production buildings at captured ports? It worked after the initial implementation of smuggling, but was then disabled. You can only buy / sell, collect already stored items from warehouse and break ships. 2
Wilson09 Posted August 4, 2016 Author Posted August 4, 2016 If so, that´s good news ! And it explains increased prices at Mortimer town. Now, give me no. 2 and 3 ! I want to get ouf of this mess, sign a "peace" contract, relocate to Nouvelle-Orleans and fight all they way back to Mortimer Town (going over Charleston) !
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