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Posted

I generally don't feel its appropriate to give a 'how to' to DEVs as that is their job and responsibility and as a community member we should simply provide ideas and concepts, however an idea with the War Supply issue has me making an exception:

Make War Supplies have only a negative effect on hostility numbers.  i.e. A defensive measure for the port contest.

Historical Basis:  Conquest of ports often required a committed long term campaign to reduce defenses/logistical support for the area before swapping hands.  Often third parties would seek to intervine in this process by providing war equipment/supplies to the area in an attempt to thwart capture/take over by the aggressor (this is true even in the 21st century)

Game implementation option:  War supplies are a great material/labor sink, as is encouraging PvP.  I believe this does both by not removing the mechanic and encouraging aggressors to maintain offensive pressure around the port for a time prior to capture.

How would this look?:  Lets say the Pirate faction begins raising hostility around the port of Nassau, a GB port.  An American trader in a nearby port may not like the idea of that flipping to Pirate, so via the smuggler function, begins to move War Supplies into Nassau via trade ship.  IF the Pirates are indeed serious about taking the port they would need to be keeping an eye out for these trade ships moving contraband into the port, if they fail the hostility takes a reduction from successful delivery of War Supplies.

 

Its is my belief that this would not only eliminate 'bombs' but continue to provide a way for commerce/trade based players to influence port battles, maintain a good material/gold/time sink, and also allow for increased PVP opportunities all at the same time.

 

V/R

VictusB

  • Like 1
Posted

lets stop messing around with war supplies ...the amount of effort to make them is tedious and stops people playing and sailing in game .. rather than having to collect all the supplies and sit in port crafting war supplies why cant we have something else ...I believe I have an original idea ...maybe you could buy something like a flag ,,, the intention of the flag is to warn defenders that you will be attacking .... 46 hours after you've bought a flag the the swords appear and you can enter the port battle ... it saves all the teduimn of crafting war supplies and brings about the same outcome ...meanwhile while we wait for the battle to open  we can all get back to sailing and having some pvp fun 

  • Like 1
Posted

How about just dropping the new PB mechanic altogether.. In essence we're back to the flag system, just without port timers.. And let's be frank - there was a reason the port timers were added..

 

Removing the WS as a hostility creator will only force ppl to do more PvE - not what I'm looking for in a PvP server.. A sideeffect is that it massively favors the largest factions ingame - i.e. those who have players available for PvE at all hours and leaves little to no real response available to the smallest factions.. This may be fine for all those currently whining about the PBs but a mechanic needs to function no matter how many players there are in a faction - every1 needs a method to be able to force fights for regional ports. The current WS wouldn't be so much of an ingame problem if only the brits were more organized, they'd be able to drop them themselves - the amount of organization and cooperation need for both making and dropping WS is massive and shouldn't be underestimated. The major problem with the new PB mechanic, mission hostility as well as WS hostility, however is univeral - the lack of PvP'ing on a PvP server.. A secondary problem is that it's now the attacker and not the defender who decides in which timezones a port battle is to be had - something I believe will drive off a lot of players who can see hard work on one day be turned to naught the next as they are unable/unwilling to stay up during the nights on workdays.. A problem we've faced before and as such a problem we shouldn't have to face again - only a fool rush back to the same mistakes.

Posted (edited)

So...Crafting and PVE is the problem?  I think you guys are in the wrong forum.  I was suggesting a way to be INCLUSIVE and still provide opportunity for everyone to play how they want and have it matter.

Bearwall, not sure what games you play, but I am unaware of any PvP games where you do not have to interact with the environment as a way of stimulating and forcing PvP action.  Even in the most linear first person shooter there are flags that must be taken/guarded, bombs that have to be defused by someone who has to be guarded ect.  NA just operates at a different speed.

My understanding is the major problem is ACTUALLY the speed at which gold/time can be converted to WS and then dumped onto a port and max hostility was entirely too fast.  From what I read from the previous two posts its not fast enough?

How is allowing anyone with the gumption to smuggle in WS to SLOW DOWN the hostility progression that must now be raised by presence over time of aggressors not increasing the chances for PvP and ensuring that hostility can only be maxed when there are enough players to make it happen?

Edited by VictusB
  • Like 1
Posted (edited)

So it is! 

I apologize as I've been away for a few months and not all caught up/current of the forums as I should be.

thanks for the well thought out idea, and for what its worth I don't think the player population would kill that idea.  Actually it reminds me of what was for quite some time one of the most fun parts of EVE online, Faction Warfare, until the lack of 'sides' and incredible rewards doled out crushed it by people farming for one side then another.

If anything MORE port battles and competition for the 'regional bonuses' may spice things up and give focus/goals for players eh.

 

Edited by VictusB

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