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Posted (edited)

So Guys, this idea doesnt come from me, i stumbled upon in the forums, but think it is time to advertise it here because it may solve many problems with Hostility Generation :)

 

Solution for broken Hostility system: ---> UNREST system !!!

 

---> When Ships / a fleet is in enemy waters, it generates "UNREST" (Hostility) over time !!!

The more and bigger the ships are, the longer they manage to stay, the more ships they sink, the nearer to Port they are ---> the more hostility is generated !!!

 

---> Unrest (Hostility) is ONLY generated when the ships are in the Open World near the contested Port or fighting in a Battle !!!

If they just log off in enemy waters or wait in Battle Screen, etc. ---> NOTHING gets generated !!!

 

---> The defender has time to rally ships to combat them, know where they are and can try to drive them away !!!

We would get what was intended with the Hostility system: ---> PvP !!!

 

 

Only ONE premise has to get changed:

---> Make EVERY port attackable, so the area in which the enemy fleet can generate hostility is limited and they can be found easily !!!

 

maybe's changes:

---> to conquer a whole region, you have to begin with smaller ports, giving you a beachhead in the region

---> the moment, an enemy has conquered ONE Port, the regional Bonus isnt available to any of them: nor the defender and the attacker

---> only if a country owns EVERY port in the region, they get the regional bonus !!!

 

This way, we will get massive PvP and fairly generated Hostility !!

And Traders are affecting Hostilty also when delivering Cargo to those Ports !!

 

 

/discuss

Edited by Sir Max Magic
  • Like 2
Posted

Hostility system, as I see it, was created for players to have a sense of achievement in regards of grand strategy and where their actions, whatever playstyle, can influence the evolution of a conflict.

We only get massive PvP if players are willing to pvp.

I disagree with a AFK generating unrest. It is even worse than a War Supply chain which at least puts players trading, crafting and moving things and effectively opening them, during the time period they need to assembler everything, to trade raids and other counter-offensive strategies.

I am not dismissing anything, I am just looking at too many suggestions to limit gameplay instead of expanding space for all of us to participate in war effort.

  • Like 1
Posted (edited)
8 minutes ago, Hethwill said:

Hostility system, as I see it, was created for players to have a sense of achievement in regards of grand strategy and where their actions, whatever playstyle, can influence the evolution of a conflict.

We only get massive PvP if players are willing to pvp.

I disagree with a AFK generating unrest. It is even worse than a War Supply chain which at least puts players trading, crafting and moving things and effectively opening them, during the time period they need to assembler everything, to trade raids and other counter-offensive strategies.

I am not dismissing anything, I am just looking at too many suggestions to limit gameplay instead of expanding space for all of us to participate in war effort.

 

Nope mate, AFK Fleets are generating the less Hostility/Unrest of all possible kinds !!! Sinking enemy ships INSIDE THE CONTESTED AREA generates MUCH more Hostility !!!

 

But the point is:

To generate Hostility, the enemy has to be in this area AND stay there !! Even against a reacting force !! No more fleeing as soon as the defender muster a defense force !!

If the attacker leaves area when intercepted, the "Home Fleet" reduces the generated Hostility this way over time again !!

So whoever wants to generate Hostility has to stay there and FIGHT !!!

 

The idea behind is, whoever have the most ships ACTIVE in this area, whoever kills the most ships, generates Hostility or reduces !!

 

When an enemy country can freely sail with 50 ships infront of your hometown over HOURS, killing friendly ships with NO reaction from your side, well then they deserve a Port Battle :P

Edited by Sir Max Magic
  • Like 2
Posted

PvP server need PvP thats why the game is dying... The regions should be smaller so the deffenders know where the PvE is taking place and they can go and hunt them... Right now is impossible to spot them and PvP is dying as hell.

  • Like 2
Posted
23 minutes ago, vazco said:

This is another approach to the topic:

 

Yep...already noticed it and you ahve a lot of good approaches !! :)

 

Something HAS to change !! Immediately...everything is better than the mess we face NOW :P

 

  • Like 1
Posted

What about a nation can create an assault fleet consisting of 25 people max, someone ticks a box in any regional capital, creates assault fleet and starts inviting people into the group (who are at the same port). OW gets a notification Nation X created an assault fleet, the fleet is shown on the map with its location updated every X minutes.The moment they enter an enemy area, they can not leave it or the attack group will be disbanded and the defender gets a hostility drop. Hostility generates cause the people are worried, as they see all these enemy ships at sea.

To settle the nerves of the people the defender has no option but to show the people their dominance of the waters, and has to create a defence fleet to destroy the enemy. At this point hostility points can be generated from PvP. Battles between two non group ships don't count towards hostilty, if you sink a group member (even if not in  group yourself) these points count towards hostility, if someone of a group sinks you (even if not in a group) that counts also towards hostility points. Group killing other group guys, double points.

This will force two nations to confront eachother in PvP, this will incorporate the use of screening fleets (drag in the enemy group with a large screening group, kill some of these people off), maybe until one of both groups is so weak it has no choice but to leave the "contested area" and effectively lose the battle.

So either the attacker is defeated, and the area can't gain hostility until X, or the defender is forced to retreat to the regional capital where a port battle will decide the win or loss of the region. Keeping the two day advanced warning.

Obviously, some regulations would be incorporated to preven exploits or grief.

  • Like 2
Posted
19 hours ago, The Spud said:

What about a nation can create an assault fleet consisting of 25 people max, someone ticks a box in any regional capital, creates assault fleet and starts inviting people into the group (who are at the same port). OW gets a notification Nation X created an assault fleet, the fleet is shown on the map with its location updated every X minutes.The moment they enter an enemy area, they can not leave it or the attack group will be disbanded and the defender gets a hostility drop. Hostility generates cause the people are worried, as they see all these enemy ships at sea.

To settle the nerves of the people the defender has no option but to show the people their dominance of the waters, and has to create a defence fleet to destroy the enemy. At this point hostility points can be generated from PvP. Battles between two non group ships don't count towards hostilty, if you sink a group member (even if not in  group yourself) these points count towards hostility, if someone of a group sinks you (even if not in a group) that counts also towards hostility points. Group killing other group guys, double points.

This will force two nations to confront eachother in PvP, this will incorporate the use of screening fleets (drag in the enemy group with a large screening group, kill some of these people off), maybe until one of both groups is so weak it has no choice but to leave the "contested area" and effectively lose the battle.

So either the attacker is defeated, and the area can't gain hostility until X, or the defender is forced to retreat to the regional capital where a port battle will decide the win or loss of the region. Keeping the two day advanced warning.

Obviously, some regulations would be incorporated to preven exploits or grief.

 

Or maybe this way...sounds also good !

 

Atleast we have to introduce a Hostility mechanic which can be

1. countered

2. is visible for everyone

3. and leads to OW PvP prior to a PB in which most time only the best players can participate

4. make screening (the possibility to particpate in RvR for anybody) possible again

 

I think, the proposed UNREST mechanic is much better than what we have now :P

 

  • Like 2
Posted

How about a system where PvP generated hostility was separated from PvE generated hostility, but PvP hostility would not decay and could only be reduced by PvP. 

That way a nation could slowly raise hostility through PvP and the defending nation would eventually have to seek out PvP to reduce it.

It may initially lead to more people avoiding PvP, but eventually the PvP hostility would get to a point where it would have to be countered.

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