Jean Ribault Posted February 9, 2017 Posted February 9, 2017 (edited) Preface: There have been many statements on the forum that a greater quantity than 8 is desired for outposts. Many reasons stated, such as not enough locations to dock ships, not enough locations for fast map movement or forefront fighting, or too much time to move assets as the front lines move, on and on. I don't know if the devs have any inclination to address this in any way or augment those quantities. Following is a possible way to address the aforementioned concerns. Concept: This concept is the adoption of National Outposts, as opposed to (and in addition to) our current personal player outposts. The quantity of these made available should be up for discussion, but in this proposal I would like to see either 2 or 3 outposts designated as national outposts. Let's just say 2 for now. These national outposts would be in addition to, and not in lieu of, your original 1 starting outpost plus your 7 available personal purchased outposts. So in effect, each national will be offered and maintain 3 outposts at game outset (capital location plus two national locations), and then have available up to 10 outposts (8 personal, 2 national). Sorry pirates, this is a proposal for nationals, you would not partake. Limit 8. Selection and maintenance: National Outpost selection is performed on the voting platform, along with the alliance/war voting. National Outposts are assigned at the same time as alliances, and removed in alignment as well. Same number of votes for any player for an outpost as for alliance/war. If there is a tie for the top two, it gets assigned by closest proximity to national capital. Otherwise the greatest number of votes for the top two wins. Two or more nations can have the same national outpost. They are not mutually exclusive amongst nations. Purpose: I see the primary purpose of the national outpost as a common ground for all players of a nation to move to the forefront of the battle and bring port battles to the enemy where the nation, in unison, has voted to go next. This is why they move with the nation's alliance and war voting. Can be discussed in TeamSpeak and amongst clan meetings, or in nation chat if you don't suspect spies around. It also allows us to get the extra 2 outposts (or 3 ?) that we have been asking for. It makes the fighting for national conquest easier to coordinate amongst players. Input? Edited February 9, 2017 by Jean Ribault 7
Anolytic Posted February 10, 2017 Posted February 10, 2017 What happens when: You put your best ships in the national outpost at the front line of your nation. Then the nation votes and decides on another outpost location. Does your stuff and ships get magically moved to the new national outpost, or are they lost forever? I've been pondering something similar, only for clans. When you're in a clan, they normally have a couple of outposts that you are asked to maintain. So some of your outpost slots are used for the clan, leaving you with fewer to move around as you please. So, what if clans were able to buy 2 or 3 extra outpost slots for all their members, at a price of say 50 million per slot to avoid that people could easily do it with single member clans. 2
Hethwill, the Red Duke Posted February 10, 2017 Posted February 10, 2017 Search for the Articles of Capitulation on the Swedish / Danish West Indies territories. It might give some insight on what can be sorted out regarding loss of regional power. The voting system for the Outpost seems unnecessary to me IF all regional capitals would be a Naval base which yields both a reward ( ship docks ) and a risk if lost to enemy.
Jean Ribault Posted February 10, 2017 Author Posted February 10, 2017 (edited) 7 hours ago, Anolytic said: What happens when: You put your best ships in the national outpost at the front line of your nation. Then the nation votes and decides on another outpost location. Does your stuff and ships get magically moved to the new national outpost, or are they lost forever? ... Well that thought crossed my mind as well when I wrote this suggestion. There were only two things that I could see that were somewhat smooth of a solution: 1. You are offered your own ships as redeemables if you have not logged on before the change and/or getting your ships out, or... 2. National outposts would be limited to free ports, in which case you wouldn't lose the ability to get your "stuff". In the first solution, I would think that redeemables should only be offered for ships, because those might be gold type with mods, etc, and wouldn't want to lose them, plus since it's a national "war" outpost then you shouldn't be storing upgrades and resources there. Edited February 10, 2017 by Jean Ribault
Sir Texas Sir Posted February 10, 2017 Posted February 10, 2017 3 hours ago, Hethwill said: Search for the Articles of Capitulation on the Swedish / Danish West Indies territories. It might give some insight on what can be sorted out regarding loss of regional power. The voting system for the Outpost seems unnecessary to me IF all regional capitals would be a Naval base which yields both a reward ( ship docks ) and a risk if lost to enemy. One simple thing would be and this would include pirates....is to just make the Capitals free out post so we don't have to put any of our 8 there. Many folks I know don't even keep the capital any more after they level up. Though if there was to do lost of capitals that should be final conquest of that nation as Devs mentioned. Though I think rookie capital should not be part of the conquest national stuff and be the only port no one can loose no matter what. Since they took most of the free ports out of the shallows I think they should make the rookie capitals delivery accepted like a free port for that nation. Than turn Shorud Cay into a new Pitts to be a regional Freetown/neutral that every one can use, but no one can capture. Can even leave it just like Pitt's where it was only Nationals and no pirates could use it, but I would prefer it would be all nations/factions neutral zone.
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