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Posted

We have hostility to pave the way to a port battle, basically an arena type battle taking part in awesome port landscapes with defenses and fleets arrayed in spectacular fashion.

Hostility is run by whatever means necessary - attacking open world NPC fleets, deploying smugglers carrying war supplies to "rebels" and actually battling and interdicting players from the enemy faction.

This last option, bringing PvP to the enemy shores is, in itself, a prelude to a blockade if you think about it.

Port Battle itself is sterile and with no connection whatsoever to the effort put by the captains in all the mentioned activities, being the easiest and safest form to attack the NPC fleets, the dishonest one being simply trading the war supplies to a ghost captain and the PvP option being the most focused on player to player interaction.

Hostility can be run very very fast if captains choose to run up the NPC fleets. This could be tuned to half and quarter values for both sides, respectively, raising and lowering hostility. Raising hostility needs specific faction fleets, hence half value. Lowering hostility requires just about any enemy fleet, hence quarter values.

War Supplies need to "run the blockade". Meaning they should be flagged as [nation] War Supplies and no cross nation trade of the mentioned items.

Now, onto the prelude for a conquest age of sail deployment against a port.

The port is technically blockaded. There's no way out and no way in unless running the gauntlet.

I propose that once Hostility reaches the high mark the entire region gets locked down.

- no teleports from and to the region ports until the port battle is decided

- NPC shop ships get half price until the port battle is decided

- "cannot gain hostility until..." removed entirely

 

Economically, during a blockade, prices would soar, especially on the basic resources so maybe appropriate increase of NPC shop price resources could also be thought of.

  • Like 3
Posted
17 minutes ago, The Red Duke said:

We have hostility to pave the way to a port battle, basically an arena type battle taking part in awesome port landscapes with defenses and fleets arrayed in spectacular fashion.

Hostility is run by whatever means necessary - attacking open world NPC fleets, deploying smugglers carrying war supplies to "rebels" and actually battling and interdicting players from the enemy faction.

This last option, bringing PvP to the enemy shores is, in itself, a prelude to a blockade if you think about it.

Port Battle itself is sterile and with no connection whatsoever to the effort put by the captains in all the mentioned activities, being the easiest and safest form to attack the NPC fleets, the dishonest one being simply trading the war supplies to a ghost captain and the PvP option being the most focused on player to player interaction.

Hostility can be run very very fast if captains choose to run up the NPC fleets. This could be tuned to half and quarter values for both sides, respectively, raising and lowering hostility. Raising hostility needs specific faction fleets, hence half value. Lowering hostility requires just about any enemy fleet, hence quarter values.

War Supplies need to "run the blockade". Meaning they should be flagged as [nation] War Supplies and no cross nation trade of the mentioned items.

Now, onto the prelude for a conquest age of sail deployment against a port.

The port is technically blockaded. There's no way out and no way in unless running the gauntlet.

I propose that once Hostility reaches the high mark the entire region gets locked down.

- no teleports from and to the region ports until the port battle is decided

- NPC shop ships get half price until the port battle is decided

- "cannot gain hostility until..." removed entirely

 

Economically, during a blockade, prices would soar, especially on the basic resources so maybe appropriate increase of NPC shop price resources could also be thought of.

Wrong way again, pffff

Posted

@The Red Duke

This is how it should be done. The coding is actually all in place already. Funny thing is it makes all parties from all Nations, all clans, Solo, Newbie or Ganker alike have a stake in each and every Port Battle...

This idea came from 29th May 2017 1.02 is the latest version of the ignored idea...

The Port Battle Blockade Idea 1.02

  A couple of tweaks now make things workable.

 

Port Battle BLOCKADE Idea that tries to reflect the local impact prior and post battle. I don't even think it would take much extra coding, but would focus all players of any Nation on a single battle. In the time of war down the ages either at the theater point or along the armies march the local prices of goods and services rocketed and labor shortages rampant. This then just as quickly collapses post battle even with a new over lord.  

I will assume in the future (however the Port Battle is triggered) we will still have a two to three day build up window prior to battle on whatever server.   RAIDs if introduced also needs a think.

 

The Imagined Timeline

 Port Battle is triggered     

The countdown timer is started. This is 3 days to the Battle

The Local Port (LP) will instantly feel the effects of an imminent clash.

Local Shop Prices

In the Port UI under the Shop Tab.  All AI Bid & Ask Prices will increase by 25%. The bid quantity demanded increased by 25%. The Ask amount for sale will decrease by 25%. This reflects the local shops having shelves emptied and prices sky rocket.

Local Ships for Sale

In the Ships tab, all AI Ships for sale will see their prices increase by 25%. The amount of AI ships available will decrease by 25%.

Delivery Contracts To LP

The mission tab under Delivery missions. Contracts with Goods to deliver to the LP that’s completed within the Port Battle window will see that trader receive a 25% Gold bonus.  In any other port that is offering a goods delivery contract to the LP that contract will appear in RED also on the front UI page right upper side just before your Gold amount will display “$$$”. This showing a high value contract is available from this port going to an LP.  

Local Crafting

The Craft Tab, all crafting from Iron Ingots to a complete Victory build will suffer a 25% increase in Labor Hours needed. Again, this reflects chronic man power shortages common in these situations.    

 The Attacking Nation

The Attacker here needs a nerf offset. So, in the LP all contracts are “FROZEN”. They cannot trade or be cancelled. They become unlocked post battle on server restart. Any PC with the same Nation status who’s in the PL at Trigger POINT will be “Detained”.

Think about it, rounding up foreign nationals when war is declared. This PC is basically “FROZEN” and the player cannot access him. The PC will be released Post Battle Server Restart win lose or draw. Stops the attacker taking advantage of the local price spike.

 

Server Stops/Server Restarts

24 hours

Server Stops/Server Restarts

 

This is the actual day of the Port Battle.

Replace 25% with 50% as above. This is the Panic escalation by the local community. 

 The Port Battle Takes place and Ends.

 

Server Stops/Server Restarts

 

All Shop, Ship and Delivery Contract prices return to pre-trigger prices and quantities.

The Labor Hours also return back to normal.

All PC Contracts placed are now “Un-FROZEN” and are live working.

All Foreign Nationals are released no matter the PB outcome.

If the Attacker was successful in taking the LP. All other Nation Buildings Shipyards Workshops or Farms are reduced to Level 1. Any warehouse will remain un-touched.

 

Outcome Expected

I think if you see the PB trigger and want to off load resources or materials at an inflated price you’d load up the LGV or Indiaman and go for it. If it’s an enemy port Smuggler tag (mechanic) needed etc.

If you’re the attacker, you can guess over the next two days a lot of Player Trade ships (with full cargo) are going to try and enter the port. In fact, if you are a Ganker or just the opportunist well its worth a look…

This reflects the Blockade of the Port. So, it’s not just a Port Battle anymore but prior to it a load of smaller skirmishes. The Timer was 3 days instead of 2 well it would be more tempting to run the blockade. This is a lot more interesting than Night Flipping right ….? 

 

Thanks for the inputs and suggestions. Please keep them coming. I really would like Ink and Admin to look at this idea…

 

Norfolk nChance

(Still amazed at ideas coming post a bottle of French Red Wine)

Posted

We need something cause we are finding like 2-3 fleets in these Lineship regions and it's not enough to flip a port decently.  We shouldn't be keeping the lead ship alive and recycling fleets cause we can't find any to kill.  You don't see any big fleets any more other than at the Regions capitals for some resason.   Though if we can gain agro by sitting in front of the regional capital while waiting to kill fleets or PvP than that would be nice.   Just make it a real slow tick up on the regional agro.

  • Like 2

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