Jeheil Posted November 15, 2016 Posted November 15, 2016 (edited) No fingers pointed, excellent bit of testing indeed and something I would like the Dev's to address with a simple (and suggested fix) : Game Design Problem Statement : Problem 1: An Alt Character Gitty McGitface (we will never stop Alts and Alts are not inherently bad) can have an outpost in Nation A's territory. This Gitty McGitface can hold (and accrue) war supplies dribbled in over time and then trade them back to a single Traders cutter with a smuggler flag on from Nation B. Thus assploding an Insurgent Hostility Bomb. Problem 2: A normal character "Nobbie McNumbnuts" from Nation A has 140 war supplies in their inventory at Port Underpants Town. Port Underpants Town is captured by Nation B. 2 days later, the normal character "Nobbie McNumbnuts" sails back into his old port with a smuggler flag on and assplodes his Insurgent Hostility Bomb. Suggested Remediation : War supplies cannot be traded by any players who are NOT allied with each other. War supplies of the holding nation, in a port that is captured are destroyed on server reset. Also..as per previous requests, war supplies can only raise/lower X hostility (say 25%) per Y (say 4) hours. Edited November 15, 2016 by Jeheil 10
Salty Dog. Posted November 16, 2016 Posted November 16, 2016 (edited) One of the biggest draws from actually doing PVP/PVE is the need to craft War Supplies. Here is a suggestion I have to keep War Supplies but remove: 1. "Hostility Bombing" 2. the need to craft hundreds of War Supplies 3. Concentrate players into regions that are in "unrest". 4. Would remove any exploiting by alts as it would only be the start of the hostility system. SUGGESTION: Make War Supplies an item that needs to be provided in a region BEFORE hostility can start to be run up. SO: 1. Craft and Drop in war supplies: I think 5 (Shallow),10 (4 rate),20 (Line Ships) War Supplies is plenty. This will make the region a area that hostility can occur. The region is marked as being at unrest. The dropping of the War Supplies will create 20% hostility, but no more hostility can occurs from additional War Supplies. The hostility will still drop 20% nightly. The region will remain at unrest for 7 days during that time hostility can be increased to trigger a Port Battle. If 100% hostility is not reached in 7 days, the region reverts back to a stable region and all hostility drops to 0. 2. PVP/PVE: Same as the system now, but hostility will only occur in regions that have received war supplies. This would prevent needing to jumping all over the map to reduce hostility caused by people just doing missions to level up. I've put this in the suggestions section but didn't get many views. If you like the idea, please comment it in suggestions section. link: Edited November 16, 2016 by Salty Dog PVP1 1
snowy2 Posted November 16, 2016 Posted November 16, 2016 (edited) 3 hours ago, Jeheil said: War supplies cannot be traded by any players who are NOT allied with each other. I think this is a good idea. However, one small problem would be that you can still sell war supplies to the NPC in an enemy port and then the other player can immediately buy the supplies back from the shop. Edit: Or just place a contract at a stupid price and return the gold Edited November 16, 2016 by snowy2
Guest Posted November 16, 2016 Posted November 16, 2016 This is why I preferred the flag system - any shenanigans taking place with that is highly visible, while alot of things with the hostility system is possible to do covertly. Good on ya for voicing these concerns early on. Instead of plugging one hole, there's now a dozen because of the different ways of generating hostility.
Hethwill, the Red Duke Posted November 16, 2016 Posted November 16, 2016 I like the reorder of things as Salty Dog puts them. - Supply the war first and then engage in eording security by raising hostility. Kind of a system where you declare where to focus efforts and then attack/defend as needed. Should focus population engaged in Conquest and OW PvP a bit more.
Eishen Posted November 16, 2016 Posted November 16, 2016 11 hours ago, Salty Dog PVP1 said: Make War Supplies an item that needs to be provided in a region BEFORE hostility can start to be run up. This part gives me an idea to limit the worst effects of the "bomb" , it being undisputable... to simple rulings - A region cannot use supplies util 10% (i.e.) hostility is reached by other methods - A region cannot use supplies to pass 75%(i.e., can be tuned) hostility. 12 hours ago, Jeheil said: Also..as per previous requests, war supplies can only raise/lower X hostility (say 25%) per Y (say 4) hours Jeheils method seems good ... and maybe could be implemented in a stylish way avoiding % limits, but using same demand limit that any other ports... so smugglers are forced to go to different ports on the region and the limit is implicit. P.D: imho the alt problem does not loks so bad (take as old owners hiding weapons in a cave system or traitors in the populace)
Wesreidau Posted November 18, 2016 Posted November 18, 2016 Drop war supplies from the open world following the usual port-exit cooldown and after a flag has been planted at the regional capital.
Sir Texas Sir Posted December 14, 2016 Posted December 14, 2016 On 11/15/2016 at 9:01 PM, snowy2 said: I think this is a good idea. However, one small problem would be that you can still sell war supplies to the NPC in an enemy port and then the other player can immediately buy the supplies back from the shop. Edit: Or just place a contract at a stupid price and return the gold Do them like ships. You can't trade a ship in a port that you don't own an out post in. Than lock them from being sold on the market. So you have to actually bring them finished to be able to drop them.
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