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Posted (edited)

As i stated before i think the 100k/day cost for owning a port is a very good idea since it balances nations and especially clans very well, at least in theory. The zerg clans in big nations that used to push smaller clans / nations off the map and partly out of the game can still do so ( and don't be fooled, some of them have horrendous amounts of gold making it no problem )but will now pay gold for doing so, which in return weakens them day by day if they overextend their territory, giving 3rd parties the chance to hit them and the suppressed nation a chance to come back. But most important, it destroys some gold in the system slowing down the rampant inflation. So hats off to the devs for coming up with this!

Now if this system doesn't work ( probably because some zerg clans have enough gold to own the entire map until 2021 #inflation ) they can still tweak it. They could try making the first port per clan free, the second 25k/day, the 3rd 50k/day ( values can be tweaked of course ) etc. and after the clan owns 10 ports the cost goes up a whole tier, then after 20 ports it is 200k/day, 225k/day, 230k/day and so on... this way the zerg clans can drop some serious gold for their world domination orgy while small clans can also own 1-2 ports. I would also suggest forts, towers and maybe even clan shipyards and docks ( as @Teutonic suggested ) can be bought by the clan -> another gold dump and the chance for the clan to upgrade their ports. With this system the number of ports a clan can hold would have to be limited by clan members to prevent alt abuse, meaning you can only own a single port with a minimum of 5 clan members, for a second you need 10 etc., so people dont use fake clans to own ports. Feel free to post any other ideas / suggestions / alternatives.

Edited by Captain Lust
  • Like 3
Posted

I love this idea it's not just gonna give RVR players a really chance for back and forth fights over certain ports it encourages trade players to trade, 

 

here is why i think that, 

 cause if a clan owns a port that you can sell goods for a good profit they would more then likely keep tax resonable even in some cases help traders get into port and out so they get there tax and repeat business. 

 

Then cause you have more traders around there will be more hunters which in turn gets you more pvp which leads to more RvR, 

 

 

  • Like 1
Posted

I have said it in multiple different posts and threads but I'll iterate for clarity.

Having clans now Own the port and pay upkeep/maintenance is great, and the ability to customize with some limitations on tax rate and some bonuses I think is also great.

I wish this to be expanded, have more options for ports, as the OP mentions.

-Defense
-Bonuses
-Economic benefits
-Possible Shipyard "stuff"

I mean I'm terrible with the ideas here, but there can be a lot of interesting uses to owning ports and making it worth while to own as well as defend and expand and create an interesting tug-of-war aspect.

Currently my biggest worry is that we fall back into the main problem we have -- "One side gets so big they are able to wipe the floor with anyone, those getting wiped decide to join the winning side." We have to fix this by finding a way for the losing side not to "lose" so hard, while making the "winners" feel like they properly won.

Currently the winners "win" and the losers "quit."

  • Like 5
Posted

I would like the cost of maintaining a port to be scaled to the average playerbase for that server.

So just an example :

  • lets say 1,000 or more is the top bar and thus 100k a-day
  • 800 a day 80k etc
  • 500 a day 50k
  • perhaps a low bar that is always the case ~25k

These numbers are just indicative. to demonstrate the nature of upper and lower bounded scaling.

I am of the belief the economy in general should scale to the Player Base. Income (port trade) etc will be proportional to player base. Its not difficult to maintain a value based on a 'weekly average' that is a component of these dynamic/influenced numbers. Some are hard (buying a slot for ports) some are soft (trade based income).

  • Like 4
Posted
6 minutes ago, Teutonic said:

I have said it in multiple different posts and threads but I'll iterate for clarity.

Having clans now Own the port and pay upkeep/maintenance is great, and the ability to customize with some limitations on tax rate and some bonuses I think is also great.

I wish this to be expanded, have more options for ports, as the OP mentions.

-Defense
-Bonuses
-Economic benefits
-Possible Shipyard "stuff"

I mean I'm terrible with the ideas here, but there can be a lot of interesting uses to owning ports and making it worth while to own as well as defend and expand and create an interesting tug-of-war aspect.

Currently my biggest worry is that we fall back into the main problem we have -- "One side gets so big they are able to wipe the floor with anyone, those getting wiped decide to join the winning side." We have to fix this by finding a way for the losing side not to "lose" so hard, while making the "winners" feel like they properly won.

Currently the winners "win" and the losers "quit."

One thing, I don't think people can get to big now running up hostility will be far easier now there was a struggle to run up hostility on certain ports, so you will probably see all the power house clans go at each other, I would love to see all the unwritten alliances just dropped and it became FFA also but it won't happen (just a point from the global server), and if they are replacing ships more often between ports and ships expenditure will stop them holding to many ports 

Posted
7 minutes ago, Peter Goldman said:

Every clan will keep their shipyards and clan warehouses in capitals, because it's not worth the risk anymore to have it somewhere else. 

The shipyard Teutonic suggested is not the one in your personal slot but rather one for the entire clan can use, so it isn't in game yet and would have to be added like forts and towers to port upgrades...

10 minutes ago, Peter Goldman said:

Nonetheless, smart big clans won't get into money sink of RvR, why would they? I will rather keep 500m gold in my pocket than paint the map capturing 90% of useless ports, risking ships etc. Hell, I would rather turn all ports to neutral if someone tries to take them! Because it's free and I can use them just like national ports. I don't fear gankers, blockades or potential PvP at neutral ports... It would even make me more pleased :)

And i think this is exactly what the devs had in mind... Nobody gets their ports taken from them and everyone is happy. A very clever move by the devs, if you think about it...

Posted
5 minutes ago, Peter Goldman said:

You can't believe how many people will be pissed about neutral ports. It will be a total hardcore zone. I will use neutral ports near my enemies and camp them. Neutral ports forts won't help them either, lol!

I mean there will be the safe zones for those that don't want to get into the action but yeah i think neutral towns will be good to find pvp indeed.  ^_^

Posted
3 hours ago, Peter Goldman said:

Show me the safe zone for Danish, Swedish and Dutch :lol: Feel free to go and tell all of them that they are forced to change nation for safety lol

Hello folks, I know this sounds unfair, but if you seek safety join an easy Nation.

Fixed it for you. :lol:

  • Like 1
Posted
7 hours ago, Rebrall said:

One thing, I don't think people can get to big now running up hostility will be far easier now there was a struggle to run up hostility on certain ports, so you will probably see all the power house clans go at each other, I would love to see all the unwritten alliances just dropped and it became FFA also but it won't happen (just a point from the global server), and if they are replacing ships more often between ports and ships expenditure will stop them holding to many ports 

I'd have loved to have seen a vast amount of clans instead of nations. It would be so hard to keep track of any form of alliance and mean it would be really hard to be far away from an enemy, which has caused people problems with the travel time.

 

I think it's up to the playerbase to be proactive about where we choose to be on the map , in order to help the pvp / rvr aspect of the game. There is no point, any nation or clan hiding 2 hours away from the action and then bitching about never seeing anybody else.

 

I am also hopeful we might see some of the other nations utilized this time around

  • Like 1
Posted
7 hours ago, Captain Lust said:

The shipyard Teutonic suggested is not the one in your personal slot but rather one for the entire clan can use, so it isn't in game yet and would have to be added like forts and towers to port upgrades...

And i think this is exactly what the devs had in mind... Nobody gets their ports taken from them and everyone is happy. A very clever move by the devs, if you think about it...

The biggest clans will chose to locate their  bases carefully. I imagine the biggest and better organized clans having their main base away from the zone that cannot be touched, close to where they will get the most action or an important part of the map for logistics etc

  • Like 2
Posted
1 hour ago, Vizzini said:

I'd have loved to have seen a vast amount of clans instead of nations. It would be so hard to keep track of any form of alliance and mean it would be really hard to be far away from an enemy, which has caused people problems with the travel time.

 

I think it's up to the playerbase to be proactive about where we choose to be on the map , in order to help the pvp / rvr aspect of the game. There is no point, any nation or clan hiding 2 hours away from the action and then bitching about never seeing anybody else.

 

I am also hopeful we might see some of the other nations utilized this time around

im possibly being far to hopeful though lol

  • Like 1

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