Fenris Posted July 30, 2018 Posted July 30, 2018 I would like to see us being able to define a role of a captured port, once it was conquered. Since most ports, do not have any particular role in the game, but dropping and consuming trading goods,(although consuming ports are mostly rare), changing the purpose of captured port, might make many ports more valuable, and maybe increase the RvR efforts. At this early morning , i have only 3 possible ideas, each of those roles/functions/purposes would give a port a certain role, after being captured. If the readers have more ideas, feel free to add those. 1. Naval base= X% discount on each level when making a shipyard, X% possibility for an additional permanent slot/s when crafting a ship, free repairs and crew replenishment, X% more AI ships with PLANKING and TRIM in market, X% less LH needed crafting a ship, additional fort can/could be added/crafted(Would like to see that in game) Costs per day---200 000 Gold. 2. Trading port= Ability to increase or decrease the amount of trading goods in that port by X%, ability of choosing which trading goods(british,dutch,french,etc...) OR CRAFTED goods, CAN BE imported, ability to INCREASE OR DECREASE demand AND supply of imported and exported goods. X% discount on BUYING trading goods in port X, for clan members, X% of surcharge for selling imported goods in a port, for clan members. Costs per day--500 000 Gold 3. Manufacturing port= less LH needed for ALL crafted goods/materials,cannons by X% in that port, X% discount on each new building in the port, X% additional resources when crafting resources, X% discount on all crafted goods selling to clan members/friendly clans, X% surcharge on all crafted goods selling to non-clan players, X% discount expanding warehouse. Costs per day--100 000 Gold Some might say, to much PvE, honestly i don`t even know if this would work..Needed to get rid of this idea. Hopefully @admin and many others may read it. Thanks. 6
Sir Lancelot Holland Posted July 30, 2018 Posted July 30, 2018 An interesting idea, it would take planning and co-operation between a group of clans to get the most out of a set up like this. An RVR campaign to set up shipbuilding facilities with the necessary trade ports close by to support and finance it, the location of which would need to well thought out and a defensive plan worked out well in advance. Any group of clans/nation that can quickly establish such a chain of ports would be in a good position to secure quality wood ports, or special interest ports creating PvP/RvR 'hotspots' trying to defend, or capture their chosen areas, make channels / straights important for trade interdiction and defensive purposes which are certainly better reasons for PvP and RvR than the current 'points' system we have now. To take, hold, and build up an area holds a greater incentive to seek out PvP than just gaining points, to increase your area of influence is also a greater incentive, and if ever Pirates get autonomy they could become the brethren of the sea, the real scourge of the Caribbean that they actually were, making them what they were in reality, outside of the law and a drain on resources for national clans. 1
Galt Posted July 30, 2018 Posted July 30, 2018 I feel like a "manufacturing port" is fundamentally the same as a "Naval base" in this case since most people do their crafting where their cwh. I think it would be better to have production and consumption ports be different options. Production ports are the ones you can build production buildings in, where you can buy goods to sell at consumption ports. I thin consumption ports can benefit from trade missions like in Elite: Dangerous where they have quotas to fill and will pay top dollar to whoever can fill them. These are the ports that generate money for the clans. And the Naval Base is where most of the crafting is done. It's the hub that clans can use to establish a real presence i the area. I think that the cost for a production port should be ~250,000 a day, they will make a little money from people buying goods there to ship to naval bases and consumption ports. Naval bases should be between 350,000 and 500,00 a day because you, ideally, would have a high number of players going in an out of here, crafting here, setting this as their fb. Then consumption ports would cost the 100,00 a day to balance them a bit but these would be the ports that clans can tax for the most profits. I really like the idea of forcing clans to capture a few ports in an area if they ever want to be able to effectively operate from the area. You need shipyard to replace what you lose and production ports to get the resources. Consumption ports, realistically, would be the ones of least strategic importance since they don't have the goods you would want to build ships but they are still mandatory unless you want to just hemorrhage gold. 1
Fenris Posted July 31, 2018 Author Posted July 31, 2018 16 hours ago, Galt said: I feel like a "manufacturing port" is fundamentally the same as a "Naval base" in this case since most people do their crafting where their cwh. I think it would be better to have production and consumption ports be different options. Production ports are the ones you can build production buildings in, where you can buy goods to sell at consumption ports. I thin consumption ports can benefit from trade missions like in Elite: Dangerous where they have quotas to fill and will pay top dollar to whoever can fill them. These are the ports that generate money for the clans. And the Naval Base is where most of the crafting is done. It's the hub that clans can use to establish a real presence i the area. I think that the cost for a production port should be ~250,000 a day, they will make a little money from people buying goods there to ship to naval bases and consumption ports. Naval bases should be between 350,000 and 500,00 a day because you, ideally, would have a high number of players going in an out of here, crafting here, setting this as their fb. Then consumption ports would cost the 100,00 a day to balance them a bit but these would be the ports that clans can tax for the most profits. I really like the idea of forcing clans to capture a few ports in an area if they ever want to be able to effectively operate from the area. You need shipyard to replace what you lose and production ports to get the resources. Consumption ports, realistically, would be the ones of least strategic importance since they don't have the goods you would want to build ships but they are still mandatory unless you want to just hemorrhage gold. Well yeah, like i said, it is just an idea of trying to make ports kinda more valuable, give them some sort of function if you want...I guess it would be pretty hard for a nation/clan to defend a port which was named "naval base", i guess we would see a lot of battles near those. And ,yes, any idea or proposal here is welcome 1
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now