Mrdoomed Posted September 8, 2016 Posted September 8, 2016 For those of us looking for more to do once we have reached max xp and crafting xp and have tens of millions of gold i wanted to give some ideas and see what others think could be added to game. All these ideas would be money and xp sinks to give veteran players something to still strive for. For one i would like to see players control the ports. Either via election or some kind of influence points spent. One playet one port. Spend money to upgrade defense, offense, ai ships patrolling the area instead of just random ai spawns. Taxes on goods, improving infrastructure to make player buildings produce more or less goods and so on. Player investment in ports, like carpentry, ironwork,brothels,taverns,plantations etc. Each player building can provide for other players things such as moral boosts,cheaper crews,improving upgrades or even player made upgrades chosen from a list of things to add to the upgrade. Being ae to improve or customize your crew and ship in small ways to make an even more diverse world. Specializing in certain ship yards that gives you a bonus to the ship class you choose but penalties to the others possibly creating some economic diversity. It would also be nice that if the ports that produce certain goods would produce less or more depending on player input into the port. Any ideas would be welcome since the devs are very hush hush on what will or can be the endgame fun sink for veteran players. 6
Konali89 Posted September 8, 2016 Posted September 8, 2016 The endgame for me is killing as many enemy players:D Although i admit that will become boring after a few months aswell though, so i guess you are right. It doesnt hurt to have a deeper economy and more opt-in money sinks. If you are not into shipbuilding you should not be forced to if you get what i mean. I like some of the things you mentioned and the devs have announced a rework of the economic system , so yeah lets brainstorm:) I very much like the option to invest into ports, it will become personall to fight for that port instead of just having acces rights and a coloured dot on the map. Investing in ports would make ports unique from eachother because it is most unlikely each port would be gradually invested at all at the same time. About production, i would love to see a full player economy but i really think we need decent numbers for that to happen otherwise it would mainly go to the clans and stockpilers anyway. Ill give it more thought later, but yeah the overall message is that endgame is needed but there only needs to be a framework for the players to decide themselves what their endgame will be for them individually in this sandbox.
admin Posted September 8, 2016 Posted September 8, 2016 port investments have one problem over time every port will have everything. even with resets if it resets too much no-one will build anything.. if it resets too little it will have everything 1
GeneralPas Posted September 8, 2016 Posted September 8, 2016 maybe raids destroy port infrastructure ?
Mrdoomed Posted September 8, 2016 Author Posted September 8, 2016 (edited) port investments have one problem over time every port will have everything. even with resets if it resets too much no-one will build anything.. if it resets too little it will have everything True but if like real life investment in land, buildings roads etc time will wear it down and require constant upgrade or it will dwindle and port battles and raids will also do damage to the players investment in the port. I would also suggest a limit to how many players can invest and limit to what they can invest in so every port does not become a copy of each other. Further more the governing player will change hands alot i suspect , even if the port is not conquered. For example port A produces 4 items and the ports size allows 2 of those items to be improved and the other 2 remain standard or even dimished depending on how much one product is improved. This could lead to a port being king cotton or a oak empire but cant support food supply or iron anymore thus making more trade betweem ports a necessity instead of a luxury. I can think of tons of other things to keep any one port from having everything ,from war, rebellion, natural disaster and more. Just requiring the investing player to keep inveting to keep it from decay will both help with the problem and create a money ,time and experience sink. If player investment is possible in your programming i will gaurentee player will help balance it out to make this great game world more life like. Edited September 8, 2016 by Mrdoomed
ulysse77 Posted September 8, 2016 Posted September 8, 2016 (edited) port investments have one problem over time every port will have everything. even with resets if it resets too much no-one will build anything.. if it resets too little it will have everything I think a form of supply or decay could work. FSeconomy have a way to deal with this. Fs economy is webbased "mmo" around Flight simulator. You basically rent and carry freight created by the system. One aspect of it is you can create bases in any of the 20 000 airport in FS, but so are all the other people playing. Once you purchase the fee to own a space at that airfield and bouight or carry all the construction material, you can operate there and add upgrade to that base. Every month a fee as to be paid and supply carried to continue operation. If you don`t resupply after a month you lose access to that base until you resupply, after another month you loose the lease and someone can start it. In our form what if with our building improvement, instead of money to produce goods we would need to bring supplies. (this way we would have cargo on both leg of the trips. We could even add construction material to build the building. Then if port improvement comes the would also need to be supplied by player or they will become derelict. Off topic here but i think we are starting to suffer from too much open-endeness(sic). We need to find away to balance between specialisation and free choice. It`s nice to be able to be a crafter one day and be a 1st rate captain the next but i think both style of play (or even other style) suffer from the fact that we can do both. I would rather see a system of licenses that would open up certain aspect of the game. You want to build trader and privateer ship -buy a license for a shipwright and then build all you need to start a shipyard. Want to create build navy ship, upgrade a license for a naval yard. You get the BP when you have enough XP to build the ship, you get orders from admiralty and ship are given to promising captain who btw bought their license (or comission). Anyway its just ideas and a general feeling that that we are restricted by this first idea of free will.... I start to think i would rather have a single player game, where i was told what to do (a bit a la silent hunter) and try to execute then trying to figuring out what to do and then execute. Edited September 8, 2016 by ulysse77
Mrdoomed Posted September 8, 2016 Author Posted September 8, 2016 I think a form of supply or decay could work. FSeconomy have a way to deal with this. Fs economy is webbased "mmo" around Flight simulator. You basically rent and carry freight created by the system. One aspect of it is you can create bases in any of the 20 000 airport in FS, but so are all the other people playing. Once you purchase the fee to own a space at that airfield and bouight or carry all the construction material, you can operate there and add upgrade to that base. Every month a fee as to be paid and supply carried to continue operation. If you don`t resupply after a month you lose access to that base until you resupply, after another month you loose the lease and someone can start it. In our form what if with our building improvement, instead of money to produce goods we would need to bring supplies. (this way we would have cargo on both leg of the trips. We could even add construction material to build the building. Then if port improvement comes the would also need to be supplied by player or they will become derelict. Yes the requiring materials could be interesting and give the trade oriented players a real job to do so to speak. 1
ulysse77 Posted September 8, 2016 Posted September 8, 2016 real economy work when you have a large loop of people selling stuff the other needs. Right now the loop is too small.... Crafter gather ressources sell to builder who craft ship who sell ship to captain... The loop is so small that one person can do all if time properly. As dumb as it sounds, i would sell and buy everything through the system, no seller to buyer interaction. Just as a big marketplace.You make iron ore. you bring it to the marketplace that give you a value according to it`s stock. you want to buy iron ore, you go to the market and buy at price. Same goes to ships.
Nash Posted September 8, 2016 Posted September 8, 2016 port investments have one problem over time every port will have everything. even with resets if it resets too much no-one will build anything.. if it resets too little it will have everything what about you put number of outport for this as well
Mrdoomed Posted September 8, 2016 Author Posted September 8, 2016 what about you put number of outport for this as wellAnd tie that number to the infrastructure so that battles and being captured and negligence or piracy could all effect that number making port maintenance very important and a good governor more important. 1
IndianaGeoff Posted September 9, 2016 Posted September 9, 2016 You should have to supply ports to keep them healthy. That would create a balance between owning the map and not. If a nation has half the map, then it has to devote significant resources to shipping to keep all the ports happy. If it does not, ports rebel or quickly surrender to an enemy assault. Nations with a smaller group of ports would have an easier time keeping them happy, building them up and have resources free to attack an enemy or other ports. If you hold all gulf of Mexico, Cuba and the Bahamas, then you would be constantly bothered by ports demanding product deliveries and rebelling if they don't get them. Maybe let other nations smuggle into them and if they discover an unmet need, they can smuggle the product and set the port neutral or even steal it through trade. Conversely, a nation can hold one moderate area, and make the ports stronger and stronger (within reason), making it a very tough nut to crack. But the collection of resources would be harder due to the lack of ports. Right now on the US server the US team has the gulf, but there is very little trade there. Most of those ports (even the low production ones) have full inventories. That should have a penalty in the game. 1
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