Nation Ports: Fort (Medium)

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Re: Nation Ports: Fort

Postby DezNutz » Tue May 31, 2016 2:14 pm

Haron wrote:I'll reiterate my objections to "auto-skirmishes", for three reasons:

1) Any kind of auto-attack seems wrong. Attacks should be active actions. Forts should be defensive only.
2) Although you may not see it, auto-skirmish IS a blockade. No-one can trade with such a port, because they would always lose more than they gain.
3) The idea of blocking someone solely because of their hostility rating, is likely to ruin the game. It will, as you say, "keep people more secluded and more willing to be at peace". A recipe for making everyone traders, becoming bored, and finding another game. I think it should be only possible to blockade players of A WARRING NATION - not any single player (unless he is a pirate, and even then, only after a national vote).

I like the thought of forts, and I can see them playing a role in blockades, and you have some nice ideas about building and maintaining. However, as long as they include any kind of auto-attack, or will affect people solely based on their hostility to the host nation, I would much prefer to do without them.


So a player who has 100s of hostility points towards a nation should just continue to stroll into a nation port untouched, buying and selling, unless the nation votes to put an official blockade in place that costs gc and resources to maintain. Why should a nation spend millions in gc and resources to build forts, thousands of gc for upkeep, thousands of gc and resources for repair, their only interaction in the game is during war and blockades, and doesn't do anything to potentially return any part of the investment put into them. Do you really expect nations to be at war all the time? Come on.

1) It is a defensive action, as the player is hostile to the nation. I guess I should be able to shoot at you then later in the day come over to your house for a drink without consequence.

2) As bmw suggested, it should be configurable and have threshold limits. This prevents all players with hostility from being hit. I will re-update the limits and how they are set, to include a vote. Therefore the nation ,through a vote, is saying, "attack" any players with hostility above X. Auto-skirmishes wont' take place until a hostility point limit is set by vote. And now it is an approved, by the nation (players), action.

3) Not all cargo is lost (if any). I guess I will need to elaborate on this.
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Re: Nation Ports: Fort

Postby DezNutz » Fri Jun 03, 2016 10:35 pm

Updates made to original post.
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Re: Nation Ports: Fort

Postby Bmw » Fri Jun 03, 2016 10:54 pm

every update just makes it better and better it will help lvl the playing field but at the beginning of a server it would be difficult if a nation got a fort in every port and then went to war with a lot of other nations just to keep people from trading in there port
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Re: Nation Ports: Fort

Postby DezNutz » Fri Jun 03, 2016 11:05 pm

Bmw wrote:every update just makes it better and better it will help lvl the playing field but at the beginning of a server it would be difficult if a nation got a fort in every port and then went to war with a lot of other nations just to keep people from trading in there port

Forts have to be constructed. No port starts out with a fort.
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Re: Nation Ports: Fort

Postby Bmw » Fri Jun 03, 2016 11:09 pm

Deznutz wrote:
Bmw wrote:every update just makes it better and better it will help lvl the playing field but at the beginning of a server it would be difficult if a nation got a fort in every port and then went to war with a lot of other nations just to keep people from trading in there port

Forts have to be constructed. No port starts out with a fort.


im saying if a nation gets rich enough then this might happen i will also say that since it auto attacks enemies it's a good idea but it might be a little op for early server but if this gets applied now it wont really matter the only nation that owns ports that wouldn't be able to build it right now is the usa
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Re: Nation Ports: Fort

Postby DezNutz » Fri Jun 03, 2016 11:15 pm

The resource amounts required to build are staggering. Makes it time consuming to build them. So even the wealthiest nation will take time to to construct.

A lvl 1 fort for a single port will cost 100 Million GC. A total of 1.75 million resources (250K each of wood, iron, tools, cotton, rum, food, and tobacco.)

A lvl 5 fort for a single port will cost a half a billion GC. And 6.25 million resources (1.25 million each of wood, iron, tools, cotton, rum, food, and tobacco.)
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Re: Nation Ports: Fort

Postby Bmw » Fri Jun 03, 2016 11:22 pm

Deznutz wrote:The resource amounts required to build are staggering. Makes it time consuming to build them. So even the wealthiest nation will take time to to construct.

A lvl 1 fort for a single port will cost 100 Million GC. A total of 1.75 million resources (250K each of wood, iron, tools, cotton, rum, food, and tobacco.)

A lvl 5 fort for a single port will cost a half a billion GC. And 6.25 million resources (1.25 million each of wood, iron, tools, cotton, rum, food, and tobacco.)


i could get the resources quickly and then work on getting my warehouse up in a few ports so i could trade with voodoo
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Re: Nation Ports: Fort

Postby DezNutz » Sat Jun 04, 2016 12:17 am

Bmw wrote:
Deznutz wrote:The resource amounts required to build are staggering. Makes it time consuming to build them. So even the wealthiest nation will take time to to construct.

A lvl 1 fort for a single port will cost 100 Million GC. A total of 1.75 million resources (250K each of wood, iron, tools, cotton, rum, food, and tobacco.)

A lvl 5 fort for a single port will cost a half a billion GC. And 6.25 million resources (1.25 million each of wood, iron, tools, cotton, rum, food, and tobacco.)


i could get the resources quickly and then work on getting my warehouse up in a few ports so i could trade with voodoo

Do you think that the resource amounts are too small? If it is too easy to gather, I would want the resource amounts required to be increased significantly. Constructing a fort should not be a simple task.
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Re: Nation Ports: Fort

Postby Bmw » Sat Jun 04, 2016 12:23 am

Deznutz wrote:
Bmw wrote:
Deznutz wrote:The resource amounts required to build are staggering. Makes it time consuming to build them. So even the wealthiest nation will take time to to construct.

A lvl 1 fort for a single port will cost 100 Million GC. A total of 1.75 million resources (250K each of wood, iron, tools, cotton, rum, food, and tobacco.)

A lvl 5 fort for a single port will cost a half a billion GC. And 6.25 million resources (1.25 million each of wood, iron, tools, cotton, rum, food, and tobacco.)


i could get the resources quickly and then work on getting my warehouse up in a few ports so i could trade with voodoo

Do you think that the resource amounts are too small? If it is too easy to gather, I would want the resource amounts required to be increased significantly. Constructing a fort should not be a simple task.


im saying currently it might be easy my howker fleets alone bring in 4-5k of each res into my main port every day

but at the beginning of a server it might take a few months to be able to
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Re: Nation Ports: Fort

Postby Stan Rogers » Sat Jun 04, 2016 2:41 am

Lots of thought and effort put into this . Its your dream but I think its too complicated to ever get the devs to consider. It took a long time to do hideout and banks. This would take 5 yrs to code.

My approach, not that it matters as I said, its your dream but, how about some easy stuff to start.
Cannon can be installed in port. Amount or number is limited to port population. Upkeep is paid by treasury. Cannon auto fire on anyone who hostility is above 250-? dependent on council agreement.

Receiver has option to return fire or leave port with some damaged ships and reduced crew. Choosing Return fire will damage fort cannon, reduce port population and invite a 2nd volley from the fort to involved fleet.

If war is declared, cannons will auto-fire on hostile nation upon entering fortified port. Building will cost X amount of GC but is destroyed in the event of a port changing nations.

I don't think it would ruin the game for anyone however it could make things tough on other nations if there was a complete takeover of all the ports by 1 nation. Not likely to happen but that is possible. Also if a nation controlled all 3 ports of a needed resource, it could make things more of a challenge but not insurmountable by any means.

Carry on... nice thoughts !
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