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Posted

Pirates/Independents/Stateless/Outlaws however you want to call those. :)

Lets for the moment just call them Black.

A Black Clan should have the option to generate hostilities in a zone, as does a Nation.

When hostilities reach the threshold it will open a Port Battle on behalf of that Black Clan.

The Nation holding the port and its Allies have the option to join the defending side.

Should the Black Clan win, the port is changed into an Independent port. The Black Clan is rewarded with a percentage of the goods found in the warehouses and buildings of the existing owners.

The winner of the Port Battle is not appointed Lord Protector, nor are any of the participants granted seat in the Town Council.

(Alternatively a Lord Protector is named, but without any political/voting power.)

Anybody has the option to put a building in an Independent port.

Any Nation can raise hostility and subsequently try to retake the port. Anybody at war with that Nation is then allowed to join the defending side.

For the purpose of Town edicts, the building owners are considered voters (/ part of the invisible "Town Council").

A potential town edict can be to join a Nation. In effect turning the port immediately back over.

This effectively allows a National port that has just been raided to be rebuild back into a National port.

References:

1. http://forum.game-labs.net/index.php?/topic/15651-pirate-free-port-feature-tweek-to-help-game-conquest/?p=292392

2. http://forum.game-labs.net/index.php?/topic/16060-make-pirates-great-again-as-mercenaries/?p=302962

3. http://forum.game-labs.net/index.php?/topic/15665-the-low-level-farmer/?p=303836

Please let me know if you see any potential exploits or problems.

  • Like 2
Posted

I like this may I propose that as Pirate they hold the port for a week after that it can be attacked, also is a week too long? Also this way they can put a resource building in or not a good idea?

Posted

I like this may I propose that as Pirate they hold the port for a week after that it can be attacked, also is a week too long? Also this way they can put a resource building in or not a good idea?

Everybody has the option to put a resource building into an Independent town right away.

To take back the town by force, hostility must once again be raised to the threshold level. This can be countered by members of the Black. (We need to see the first implementation of Regions to see if other Nations can participate in either an offensive or blocking role.)

So ultimately it depends on players how long a town remains independent.

Posted

This is an interesting idea but will likely be too much work for the losers to tolerate, it is a game and when a game becomes a job or losing prospect, players leave. That said I really hope the game offers more options for players to create their own 'nations' eventually too.

 

I suggest The only limit to this is that there needs to be a few more 'unconquerable' ports for each nation around its capital so that the game is more 'new player' and 'casual player' friendly . I know i know the hard core pvp'rs and gamers be like thats crazy talk. However this game is losing players because when the ports around the capital are taken and options for moving or economy become choked, many players just say screw it and go play other games.

Players will become very upset if goods in their warehouse or buildings are taken after they return from a week long vacation also. I can promise you this game will lose most its population if there are no limits to the 'winners' taking from the 'losers' . There is pvp and then there is seal clubbing. Just saying there needs to be consideration to players who dont compete on the same level. If not even the stuff in their ports is safe, most players will walk.

 

We know there are dozens and dozens of more ports for players to take that are further away from nation capitals. I hope the devs make it so there is more profit in ports further from their capital too so it encourages players to get their feet wet in pvp and trade. However the more profits come with greater risks.

 

anyways good luck out there.

 

 

Trust me, if you form a balance that makes all players happy you will create much more fun pvp in the long term.

Posted (edited)

independants = the new black

 

turn the map free?

 

why own a town if you can make buildings in frees?  is there going to be an resource factor to a nation ?

Edited by Fastidius
Posted (edited)

Trust me, if you form a balance that makes all players happy you will create much more fun pvp in the long term.

Balance needs to come from players, not from barriers.

By ensuring there is no incentive for high level players to be at enemy Capitals, you essentially create a form of semi-safe-zone.

What is the difference between too much work and having an attainable goal? The player who actually goes for that goal.

So who do we reward? The player going for goals or the player wanting a click-to-win?

why own a town if you can make buildings in frees?  is there going to be an resource factor to a nation ?

Conquest and power, control of assets. By owning the town, you control the town and who builds in it.

Add to this only having the ability to build a level 3 shipyard in a National town and you have defined the proper stage for both Nationals and Pirates.

Edited by Skully
Posted

I like this may I propose that as Pirate they hold the port for a week after that it can be attacked, also is a week too long? Also this way they can put a resource building in or not a good idea?

I thought for a raid 3 days raided after the battle would be good with those days production going towards those that raided the port (Clan that pulled the flag maybe?).   Than a port can't be raided for 7 days to allow a cool down and rebuild up resources.This also means Pirates can't completely disable a port with it's raids.   The trick is just how to work out how the Pirtaes get the loot from the port while it's on the 3 days raid period.

Posted

I thought for a raid 3 days raided after the battle would be good with those days production going towards those that raided the port (Clan that pulled the flag maybe?).   Than a port can't be raided for 7 days to allow a cool down and rebuild up resources.This also means Pirates can't completely disable a port with it's raids.   The trick is just how to work out how the Pirtaes get the loot from the port while it's on the 3 days raid period.

By having become an Independent port / capturable Free port / Neutral port (however you wish to call it), in which anybody can put a building, you would already have attained the mentioned on-going "raiding" and "cooldown".

The Raiders can put in buildings and draw resources to represent raiding without anybody else actually losing (rather creating economical conflict), the current owners only lose a small portion of their inventory and can then continue on drawing resources, others can also come in and start building in the town.

Meanwhile you can expect a town edict to come up right away to vote for rejoin their original Nation, which not only takes time, but is likely opposed by any new building owners.

Should the town be close to military assets of any Nation, they would likely already gear up to retake the town. So raiding (for keeps) deep within can only work, if a Nation has severely overextended itself.

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