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Posted

I am sure there are problems I haven’t thought of and I have no idea how difficult it would be to code but...

Every 2 months or so nation size is calculated over a 7 day period not by unique log ins but by total XP gained divided by total captain hours = XP per captain hour = national combat power. (Perhaps there’s a better way to compute it, but hopefully you get the idea: reduce the effect of Econ alts and account for small but powerful factions.) Then for a 6 week period the 3-4 weakest nations are able to ally for port battle attacks and defense and be able to put outposts in each other’s territory. They would not be allowed to RVR against one another but would still be allowed to open water PvP. 

Posted
On 8/24/2019 at 6:47 PM, Intrepido said:

Instead of alliances among entire nations, allow the clans inside those weak nations to ally.

That way you remove alt interference.

Honestly yes. Moving to an entirely clan-based RvR and having nations only be a symbolic thing (or removed entirely). Imagine the RvR if all the clans were allowed to attack each other. No one would call Russia zerg anymore. People could band together. Small clans could strike out on their own and capture a homeport. Coding and adding it to the game really wouldn't be that big of a deal. Changing nation DLC could still affect things, like you can only join clans associated with that nation so you may still need to buy it or use it if you want to join your nation. Also, you can only use flags of the nation you're in. Plus changing names always helps, if you want to go the route of subterfuge and invade a clan from the inside. A lot of RvR and drama could be unlocked. 

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