admin Posted April 15, 2019 Posted April 15, 2019 Captains Large update will be deployed within a week (optimistic) or two. New exciting feature on port investments is going to be introduced into the game. Industry development Clans will be able to invest resources to open up new production in ports creating resource bases providing easy access to materials from one spot. Numbers on the screen are for demonstration purposes only and will of course change Clans will be able to determine who can invest and use these facilities; because they control the land Shipbuilding development Clans will be able to invest resources to improve ships built in the region in the following categories Gunnery Hull Sailing Survival Rig and Masts This feature will be available to all national captains, who build ships in this port, because knowledge on shipbuilding is not land based and other people will be able to work with specialists trained in the city. Forts and defenses. Clans will be able to build defenses for their ports In the first iteration positions of forts will remain the same as in the current game (some positions will be adapted to change placement of useless towers or forts into locations that will help defending the city) Defenses destroyed during port battles will have to be rebuilt again (depending on % of their damage) Base map will be without forts and towers. Overall balance Every type of investment will require points and having limited points per port, clans will have to pick things they want to specialize their city in. Some cities (chokepoints or front line towns) will only have forts, some will become resource bases and some will become shipbuilding cities. This balance will be supported by the changes how hostility missions are given. Hostility mission and conquest flow changes. Mission availability Hostility missions will only be available from National Capitals and County Capitals and Free towns. Hostility missions will only be available for the 2 nearest Enemy or Neutral County Capitals. Hostility missions for regional towns will only be available from the County Capital of that region (example below). County capital of the region will allow taking hostility missions for ANY regional port of that county. Conquest flow To capture a regional town you first will have to capture a County Capital of that region To do so you need to own a County capital near to that region. (as hostility missions will be distance based) Then you will be able to capture other regional towns in that County, building resource infrastructure or ship building bases in the region, and defenses in the county capital. Example To conquer Arecibo Regional town in Puerto Rico if you are Swedish working from Gustavia You first have to conquer County Capital in Virgin Islands Then you can take a mission from Virgin Islands county capital for San Juan and conquer it Then from San Juan you can take missions for regional towns in San Juan county Alternatively you can of course sink player ships or NPC ships around Arecibo and gain hostility directly. Frontlines Because missions are only available for the 2 nearest Enemy or Neutral ports natural front lines will emerge This means you can create choke points and invest in defenses in some cities (mostly county capitals) to lock access to enemies further into your shorelines. Some areas will become constant source as nations trying to move to some regions will have to fight for the key points of the map Hard nations with no capitals will have to plan their operations from free towns capturing nearby regions to expand. Open world hostility generation will remain - you will still be able to generate hostility on the port by sinking players or npc in that port area. All this features will require a full map wipe. PS other issues regarding forts To the concerns raised by @Anolytic in this topic Fort guns will undergo the following changes (some changes have already started) 1) HP buffs (some already done) 2) Points for forts were reduced as they granted easy points for attackers 3) Guns will be buffed - they will become more dangerous. 4) Some positions for forts and towers will change (at least where it is possible) so we do not have useless towers or forts in port battles Overall forts will become an expensive but very powerful allowing players to set up defensible chokepoints on frontlines. …………….. Again will repeat. All this features will require a map wipe More information will be added to this post based on your questions in this thread. 48
tm2804 Posted April 15, 2019 Posted April 15, 2019 Industry development Clans will be able to invest resources to open up new production in ports creating resource bases providing easy access to materials from one spot. Numbers on the screen are for demonstration purposes only and will of course change Clans will be able to determine who can invest and use these facilities; because they control the land Shipbuilding development Clans will be able to invest resources to improve ships built in the region in the following categories Gunnery Hull Sailing Survival Rig and Masts This feature will be available to all national captains, who build ships in this port, because knowledge on shipbuilding is not land based and other people will be able to work with specialists trained in the city. how will this work on pve server ??? 2
Musculb Posted April 15, 2019 Posted April 15, 2019 (edited) the Game of thrones, and now such great news. The best day in life! 😂 Edited April 15, 2019 by Moscalb 5
Havelock Posted April 15, 2019 Posted April 15, 2019 That sounds great so far. I dont understand this at all tho... 47 minutes ago, admin said: Mission availability Hostility missions will only be available from National Capitals and County Capitals and Free towns. Hostility missions will only be available for the 2 nearest Enemy or Neutral ports. Hostility missions for regional towns will only be available from the County Capital of that region If we can only get missions from these specific ports and only for the 2 nearest ports, how do you get missions for county capitals? Do you get missions for the 2 nearest county capitals? Dont you get missions for all ports within a region from its county capital and not only for the closest 2 because then we could always only capture 2 ports within a region? I think you need to rephrase 😛 47 minutes ago, admin said: In the first iteration positions of forts will remain the same as in the current game (some positions will be adapted to change placement of useless towers or forts into locations that will help defending the city) Base map will be without forts and towers. Will we be able to place forts where we want in the future? Or are they in fixed spots? On a sidenote, could we rethink hostility missions after this patch has settled? I hate them and my needs should be most important. 5
Angus MacDuff Posted April 15, 2019 Posted April 15, 2019 Will the map wipe include all of our buildings in the now neutral ports? 1
Sir Max Magic Posted April 15, 2019 Posted April 15, 2019 (edited) 1 hour ago, admin said: Hostility mission and conquest flow changes. Mission availability Hostility missions will only be available from National Capitals and County Capitals and Free towns. Frontlines Because missions are only available for the 2 nearest Enemy or Neutral ports natural front lines will emerge Overall great news ! Just one thing to think about: Arent the heighleighted ones contradicting itsself ? When Clans can start their global conquest also from all those numerous free ports all over the map, we will not get this special frontline with coherent national ports, instead we will see many pockets of it I dont know which one is intended by the Devs, but i for myself would more like to see a global conquest like the island hopping of the US in WW2 Just my 2 cent Edited April 15, 2019 by Sir Max Magic
Guest Posted April 15, 2019 Posted April 15, 2019 (edited) @admin will there be a few fort designs to choose from? or are there gonna be the normal square fort to start off with? thinking positions where forts are there are some places where there would make no sense to have a fort aiming inland. Looks promising btw Edited April 15, 2019 by Guest
Christiaen Stelling Posted April 15, 2019 Posted April 15, 2019 (edited) 1 hour ago, admin said: Industry development Clans will be able to invest resources to open up new production in ports creating resource bases providing easy access to materials from one spot. Numbers on the screen are for demonstration purposes only and will of course change Clans will be able to determine who can invest and use these facilities; because they control the land Shipbuilding development Clans will be able to invest resources to improve ships built in the region in the following categories Gunnery Hull Sailing Survival Rig and Masts This feature will be available to all national captains, who build ships in this port, because knowledge on shipbuilding is not land based and other people will be able to work with specialists trained in the city. Forts and defenses. Clans will be able to build defenses for their ports In the first iteration positions of forts will remain the same as in the current game (some positions will be adapted to change placement of useless towers or forts into locations that will help defending the city) Defenses destroyed during port battles will have to be rebuilt again (depending on % of their damage) Base map will be without forts and towers. Overall balance Every type of investment will require points and having limited points per port, clans will have to pick things they want to specialize their city in. Some cities (chokepoints or front line towns) will only have forts, some will become resource bases and some will become shipbuilding cities. This balance will be supported by the changes how hostility missions are given. Hostility mission and conquest flow changes. Mission availability Hostility missions will only be available from National Capitals and County Capitals and Free towns. Hostility missions will only be available for the 2 nearest Enemy or Neutral ports. Hostility missions for regional towns will only be available from the County Capital of that region Conquest flow To capture a regional town you first will have to capture a County Capital of that region To do so you need to own a County capital near to that region. (as hostility missions will be distance based) Then you will be able to capture other regional towns in that County, building resource infrastructure or ship building bases in the region, and defenses in the county capital. Frontlines Because missions are only available for the 2 nearest Enemy or Neutral ports natural front lines will emerge This means you can create choke points and invest in defenses in some cities (mostly county capitals) to lock access to enemies further into your shorelines. Some areas will become constant source as nations trying to move to some regions will have to fight for the key points of the map Hard nations with no capitals will have to plan their operations from free towns capturing nearby regions to expand. Open world hostility generation will remain - you will still be able to generate hostility on the port by sinking players or npc in that port area. All this features will require a full map wipe. Fort guns will undergo the following changes (some changes have already started) 1) HP buffs (some already done) 2) Points for forts were reduced as they granted easy points for attackers 3) Guns will be buffed - they will become more dangerous. 4) Some positions for forts and towers will change (at least where it is possible) so we do not have useless towers or forts in port battles Overall forts will become an expensive but very powerful allowing players to set up defensible chokepoints on frontlines. I really like where this is going, however as I stated in my other post in the imported ships topic; I am not sure whether it is good for the economy if a clan can invest into a port and just get all the basic resources from there, people who do not want to haul those resources should not partake in the economy in the first place as that is what economy is. As to me this does not make a whole lot of sense, for example, in Caracas there is an Iron Mine, but no coal, how will investing make coal available, I cannot magically make coal spawn in the ground around Caracas... I would not mind a feature like this but rather in a different iteration. To close with some positivity, AWESOME! JOB @admin regarding the constructable defences, this is something that really adds to the RvR and PvP feel towards a Pb. Kind regards, AvR Edited April 15, 2019 by Abraham van Riebeeck
qw569😳 Posted April 15, 2019 Posted April 15, 2019 (edited) 1 hour ago, admin said: Clans will be able to determine who can invest and use these facilities; because they control the land How fast will new investment rights be applied? On next restart or in one-two days Edited April 15, 2019 by qw569
Angus MacDuff Posted April 15, 2019 Posted April 15, 2019 8 minutes ago, qw569 said: How fast will new rights be applied? On next restart or in one-two days 1 hour ago, admin said: Large update will be deployed within a week (optimistic) or two.
Serk Posted April 15, 2019 Posted April 15, 2019 (edited) Interesting, I guess county capitals will be well fortified to protect a region and production buildings will be in lesser towns. How will national capital work in this new system? What is there to prevent nations to invest only in the capital for their production? Do they still provide a reduced chance at crafting better ships? Edited April 15, 2019 by Serk
Liq Posted April 15, 2019 Posted April 15, 2019 12 minutes ago, Angus MacDuff said: I think what he wants to know is how long it takes for the "allowed Clan" list in investing a port takes to update 1
HamBlower Posted April 15, 2019 Posted April 15, 2019 This sounds realy exciting! How do you think about the next steps? The new Industry development needs a map wipe. This is clear and plausible. Right now we have several Players (I fear: a lot of...) who don't play because they wait for the announcend total reset. These two big incidents in a (expected) short time can shut down the player base like it was from March to May 2017. If I remember right, we had only ~100 players online in prime time. Please reconsider your strategie - this game may not die. 2
Njord Posted April 15, 2019 Posted April 15, 2019 @admin Sounds really awesome! But will we be able to invest into forests of every wood type ( e.g. teak and white oak ) or only oak and fir? 2
Teutonic Posted April 15, 2019 Posted April 15, 2019 Interesting changes. A little unfortunate that hostility missions themselves aren't changing much. 2
Barbarosa Posted April 15, 2019 Posted April 15, 2019 That is great step! Can we attack almost EVERYWHERE (half the map) from Aves? 😂 Can you elaborate how "2 nearest" will work using Aves as an example please? 2
Anolytic Posted April 15, 2019 Posted April 15, 2019 Please consider my previous proposal and make the Bahamas regions of Grand Bahama, Abaco, Andros, New Providence and Exuma an exception to the Frontlines mechanic and allow us to take missions for any port in any of those regions, regional capital or not, from Shroud Cay. Otherwise you are neglecting your previous idea that small clans should be able to go grab a small port somewhere for their own. Bahamas is better served being a free-for-all chaotic area where territories are constantly shifting, than being locked off behind someone's frontline. 2 hours ago, admin said: This feature will be available to all national captains, who build ships in this port, because knowledge on shipbuilding is not land based and other people will be able to work with specialists trained in the city. Thanks. 11
Slim McSauce Posted April 15, 2019 Posted April 15, 2019 (edited) This is exciting. A nice comeback. Good work! Edited April 15, 2019 by Slim McSauce
Ligatorswe Posted April 15, 2019 Posted April 15, 2019 26 minutes ago, HamBlower said: This sounds realy exciting! How do you think about the next steps? The new Industry development needs a map wipe. This is clear and plausible. Right now we have several Players (I fear: a lot of...) who don't play because they wait for the announcend total reset. These two big incidents in a (expected) short time can shut down the player base like it was from March to May 2017. If I remember right, we had only ~100 players online in prime time. Please reconsider your strategie - this game may not die. I think that a good way to avoid this would be to, for example, combine it with a partial change in the permit system.
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