Jump to content
Naval Games Community

Recommended Posts

Posted

Since it seems battles will be instanced. That is when you encounter an enemy ship in open world you (and escorts, party members etc) are both teleported to an instace where the battle take place.

 

Now lets say you dont want to fight or the foe is to strong. Once in the instance will there be any way to shake off your attackers? I.E survive until the timer runs out, get a certain distance between yourself and the attacker etc...

Posted

in the open world we are using the following mechanic

 

after the start of the battle

1) time x - during this time you cannot exit and can try to disengage at your best angle

2) after time x passed a new timer starts: time y - if you are not damaged or did not damage the opponent during this time you can exit the battle.

  • Like 1
Posted

I guess it will be like any other chance encounter in similar open world games - positioning, extension, evasion.

 

Timer is just there to make it worthwhile :)

 

Admin, can instances be joined by others ? Say like a coastal patrol coming to aid a trader in distress.

Posted

I guess that when you enter battle you are quite close to each other in the open world. Now if you manage to evade and get away you will I guess excit the battle roughly at the spot where you went into it. What is then stopping the enemy from just engaging right away again even thought you managed to escape him in the instance?

Posted

I guess that when you enter battle you are quite close to each other in the open world. Now if you manage to evade and get away you will I guess excit the battle roughly at the spot where you went into it. What is then stopping the enemy from just engaging right away again even thought you managed to escape him in the instance?

 

A follow up interdiction and any sequential interdiction can be made of course. Maybe a cool down timer with fog of war can be put in place, kind of simulating the "we lost sight of them" situation.

 

Without a "cause" to engage you will be listed as "kill on sight" if you attack a ship IIRC from some of the posts.

It is a choice, a way to play through. 

Obviously if you playing a Captain under a navy flag and intercepting enemy trade it is another matter entirely...

So there is nothing, and there shouldn't be, that stops a ship attacking and harassing traffic in well known trade lanes. Sandbox, freedom of path, consequences from actions. Sums it up.

Posted

  • Paid escorts or friendlies can enter the battle during certain time, after that time passes the battle will be closed and impossible to enter. The time needs to be determined by testing. 
  • After you exit the battle you will be invisible and not able to engage in combat for 1 minute. This time will let you disengage on the open map as well. 
  • After you exit the battle you will appear on the open world map where you entered it. 
  • If you are in hostile waters it will be harder to disengage because of no friendly ports near by. 
  • Like 6
Posted

 

  • Paid escorts or friendlies can enter the battle during certain time, after that time passes the battle will be closed and impossible to enter. The time needs to be determined by testing. 
  • After you exit the battle you will be invisible and not able to engage in combat for 1 minute. This time will let you disengage on the open map as well. 
  • After you exit the battle you will appear on the open world map where you entered it. 
  • If you are in hostile waters it will be harder to disengage because of no friendly ports near by. 

 

 

Sounds good. Eager to test the implementation of these :)

Posted

Will the instance represent the wind and position of the ships as they were in the open world at the time of engagement? Also, will the instances be their own enviroment similar to the battle maps we have now or will they mimic the area of the engagement?

Posted

Will the instance represent the wind and position of the ships as they were in the open world at the time of engagement? Also, will the instances be their own enviroment similar to the battle maps we have now or will they mimic the area of the engagement?

first they will stay just like now

some time after they will start using open world weather and time of the day

maybe in the future (if we make it look good) we can them resemble surrounding area

 

instance positioning will replicate positioning on the open world. so if you catch someone against the wind - it will be a position used for instance... relative distance will also be replicated. If officer perks are implemented eventually (based on testing) certain navigational skills will allow to improve position on the battle map. 

  • Like 3
Posted

This all sounds excellent.  Is there a plan to implement night/dusk battles in the sea trials or is this something we'll see for the first time in the open world.  I know few (if any) battles historically were fought in true darkness as there were little means of seeing your foe, but strong moonlight could allow for fighting as could dusk, early dawn, etc.

 

Thanks!

Posted

All of this seems pretty much like potbs, but prettier. Any insight into the things that will be fundamentally different from potbs? We're there any issues that came up in that game that you are trying to avoid in naval action?

Posted

All of this seems pretty much like potbs, but prettier. Any insight into the things that will be fundamentally different from potbs? We're there any issues that came up in that game that you are trying to avoid in naval action?

 

thats an insult Captain :).. comparing an mmo clicker to a skill based game.

In potbs you click, in NA you commandeer, commandeer that boa...  ship.

Posted

Historically, many fights may have not been fought in darkness, but I can't help but imagine the sight of cannon flash under a full moon.

 

That mental image is exactly why I'm curious - it would have to be one of the most glorious things ever captured in a game (or any media, really).

Posted

thats an insult Captain :).. comparing an mmo clicker to a skill based game.

In potbs you click, in NA you commandeer, commandeer that boa... ship.

I speak only of the mechanics of the open sea and instanced battles...I do not speak of gameplay itself. Of course no insult is intended at all :) I love the way this game is moving so far.
Posted

thats an insult Captain :).. comparing an mmo clicker to a skill based game.

In potbs you click, in NA you commandeer, commandeer that boa...  ship.

 

The was many good parts of POTBS so nothing wrong with using parts of it.

Posted

thats an insult Captain :).. comparing an mmo clicker to a skill based game.

In potbs you click, in NA you commandeer, commandeer that boa...  ship.

 

Pay homage where homage is due. 

 

The open world instances you described are straight from POTBS even down to the invisibility timers.

 

Each has and will have their own complexities, they are just different complexities. 

 

What interests me is how you will do global conquest, and how you will make it meaningful and not just a game of zerging around the map in a circle a la many other games.

Posted

Istance should remain open all the time

 

I always find stupid that in potbs after 5 min  i engaged someone neither me or him where able to get reinforcement or third parties.

 

It ruin completely the deepness of the game,  already istance is a concept that i hate, becouse   is a non sense, how  i can disappear while i engage someone in open sea? i understand performance needs, but at list make that istances have a very high limit of players and that they last open for a lot of time if not for all the time 

  • Like 4
Posted

Istance should remain open all the time

 

I always find stupid that in potbs after 5 min  i engaged someone neither me or him where able to get reinforcement or third parties.

 

It ruin completely the deepness of the game,  already istance is a concept that i hate, becouse   is a non sense, how  i can disappear while i engage someone in open sea? i understand performance needs, but at list make that istances have a very high limit of players and that they last open for a lot of time if not for all the time 

 

It makes perfect sense cause of time scaling in OW >.> Otherwise its like Donald got attacked by Fernando near Spain, Donald called his buds, they left from England and happily arrived to help halfway into the fight.

 

Everything makes perfect sense to me actually and all me open world worries are now gone :P

Saying NA = PoTBS is like saying WoT and WT are same because they both have tanks and you can repair damaged modules.... 

Posted

in the open world we are using the following mechanic

 

after the start of the battle

1) time x - during this time you cannot exit and can try to disengage at your best angle

2) after time x passed a new timer starts: time y - if you are not damaged or did not damage the opponent during this time you can exit the battle.

I assume that the distance at the start of an instance will be far out of range of chaser range or you could see a slower ship using ball shot on an enemy sail to force him not to be able to lave but he can still sail away and never be caught while stuck in the instance (limbo).

 

Is it possible that distance travelled in the instance can be carried onto open world distance travelled, so at the end of the instance you are 20 minutes north of where the fight took place (assuming you fled north for 20 minutes etc.)

Posted

 

  • Paid escorts or friendlies can enter the battle during certain time, after that time passes the battle will be closed and impossible to enter. The time needs to be determined by testing.

 

 

 

The other points are fine but honestly, I'm not sure I like this. I know the battle is instanced but at the same time it's still happening in open sea where, realistically, anybody and anything can come along and see what happening and take action, no matter what part of the battle you are in. 

It'd feel wrong to simply be locked out of a battle because you were slow in coming or something or were one second late. I can't think of a single good reason why this would be a good idea. 

I might get scourged for this but I think all ships, friendly or enemy can arrive at no matter what stage of the battle. This takes me back to an Eve trailer from a while ago:

 

 

Past a certain point, the situation described in the above video, where all this gameplay takes place because one guy decided to move in and help a guy unknown to him, couldn't happen, just because a timer went past a certain point. 

The opportunities for more interesting gameplay are far more varied if anyone can join in the battle at all times... I can imagine this little frigate fight escalating and escalating to this huge First Rate Capital ship fight as everyone calls in their friends to save them.

In my opinion, having a timer is frankly gamey, not in the spirit of the period and, honestly, rather small minded, it's like you're pandering to the type of player who whines when stronger ships show up to beat him.

 

I'm sorry for my bluntness, but I do feel rather strongly on this particular point.

  • Like 5
Posted

I was hoping that battle will take place on the open world, as it happens most often i Eve online. 

In eve, the visible map around every ship is generated with him to save resources from the servers. If there are more ships in one particular place, server resources are alocated to that particular spot.

It saddens me that the game battles will be instanced : (

It takes away the immersion feeling from the open world.

Any chance the devs might reconsider their approach for battles?

  • Like 6
Posted

I don't Like to the term coward, if I have been given orders to avoid contact or if I have a cargo that's valuable then I'll try and run. If you outnumber me why would I just set back and say gank away. Strategic withdrawl is part of the military lexicon for a reason and sacrificing my men and ship to take part in a pissing contest reeks of POTBS. I don't want this game to turn into that.

  • Like 4
Posted

I don't Like to the term coward, if I have been given orders to avoid contact or if I have a cargo that's valuable then I'll try and run. If you outnumber me why would I just set back and say gank away. Strategic withdrawl is part of the military lexicon for a reason and sacrificing my men and ship to take part in a pissing contest reeks of POTBS. I don't want this game to turn into that.

 

I know... I agree, and ..erhmm I wrote "coward" in order to attract attention to the subject, Seems to have worked as intended :)

  • Like 1

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...