Norfolk nChance Posted February 16, 2018 Posted February 16, 2018 Why does any Nation need a Capital? This is carrying on from @Davos Seasworth thread on the three impossible nations. It’s a great post and highlights a few problems. The Polish, Prussian and Russian [PPR] are the latest nations added to the Caribbean. Coming in at not just hard start but impossible to make a go of as they have no Colonial Capital and forced into a full time of RvR conquests. http://forum.game-labs.net/topic/24954-review-and-suggestion-of-the-impossible-nations/ Many more Nations to come... It feels like the Caribbean is now over crowded not with Players but with Nations. Many calling for a re-think on the PPR and if they should remain. If my thinking is right also Portugal and others will come, because it will help sales with localization familiarity. Korea, China and the Japans may only be months away... (tongue in cheek, maybe) Opening Views... Have a read of my POST in Davos’s thread to save me repeating myself. The other players contributing give really interesting views on the thread. From the easy slow Giant that’s GB or the Swedes and the large ever popular Pirate faction that looks and acts more like a Nation than a rogue state. My personal view, is for “Limited Civil War” mechanic that can involve Pirate clans with a Unique feature other Nation Clans don’t have. That of the Privateer role. Overall individual Nation importance is devalued while more power or anatomy is given to the individual PC/Clan. The Civil War line feedback would be hard to implement and open for abuse. Comments of players express the feeling of this push to Clan anatomy would weaken the feel and play of the game without the Nation overlay structure. Another view I liked from @rediii was to implement 1 Outlaw nation where each clan within its structure can build his or her own Nation with ports and free to attack other outlaws. This would make Pirates somewhat lite or redundant with the harder core over in the Outlaw nation. The Colonial Capitals... The ideas continue, so please read Davo’s thread. One thing is apparent there is no way to accommodate Colonial Capitals needed for each separate Nation and future Nations that will arrive in the not too distant future. This maybe needs a total re-think why we have fixed Capitals in place. http://www.navalactionwiki.com/index.php?title=Nations Currently we have 8 Capital Centers all based along Nation origin that cannot be taken. What if we change the Capital not on Origin but on a Religious background instead. So imagine Catholic, Protestants or Viracocha the Inca God. We’d only need two PORTs plus the Free Ports. Just for example take La Habana (Catholic-ish) and K/PR (Protestant-ish). These two Capitals have the Super Large safe zones in place already and aligned Nations cannot fight within their particular Capital. Split Idea La Habana Catholic: Spain, France, PPRs, Denmark K/PR Protestant: GB, US, Pirate, Dutch, Sweden [if we used the Outlaw Nation, its OUTLAWED. So, PC would need the Smuggler Tag. You cannot spawn new into outlaw. You need a Nation first to be outlawed from.] New Player... New players after completing the tutorial would pick a Nation and spawn in one of the two areas. The Larger Super safe zones would allow some element of safety out to a particular region. This now with NO Nation having a big safety net of a Colonial Port to hide behind this may even up the playing field. To keep the Nation Overlay, when starting would require certain Nation Port placements. However, these ports can be taken. An example would be Belize GB could now could be attacked but would start GB. The Economy... The economy now with the two Capitals can be more easily managed or manipulated by the Dev’s. Selective assets or goods in either PORT with price discrepancy you see the picture. It will force players into the center of the map. Smuggler Tag needs to work. Player driven economies are a myth like the FREE MARKET economy in RL. At some point one needs a Government Overlay or NPC in this case. The Quiet Life... Would be further away from the center and not near any rare goods. Clans of similar Nation would work to a Capital base but that port is vulnerable and needs protecting. The Quiet Life, not a chance... Summary Scrap all Nation Capitals and have just two Super Centers. This then removes the Colonial Capital safety net enjoyed by the larger nations. This in place will help build the whole economy and allow for more Nations to arrive without the feeling of an impossible start... You wanted more PvP, this will do it. You wanted clans to pull and work together, this will do it or that base is gone and the nation with it. Add a Civil War mechanic might be just cruel but despots do exist... thanks for reading, Norfolk nChance [ELITE] 2
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