Weather/Wind/Location/Routes Expansion

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Re: Weather/Wind/Location/Routes Expansion

Postby The Lamb » Tue May 21, 2019 5:52 pm

I think everyone hit the nail on the head.

The expansions of the map and ports would be great addition, but there is no security of these ports. Some people build massive fleets and trade, some sit on 5 fleets and cast voodoo, if someone were so inclined, they could jump in buy voodoo and take a port without even hoisting a single sail, and that is very unsettling to those who are in this game long term and work diligently to build.

Ports should be the hardest thing to win and there needs to be an aspect that gives time. Maybe a way to offset the insecurity would be the need to blockade before a port can be taken. I think it was deez or shadow who were championing it a while ago (forgive me if im wrong). In my mind it would go like this.

1. Ports can stash resources as reserves - The amount of resources determines how long the port can last based on population. This will give time to "save" the port, vrs. who can click the fastest at 7:59 pm. Allies can be called to attack the ships, the nation can have time to bring its own fleets to bare, etc. (only allies can attack aggressors with nation and in return, attacking allies can beef up lines - gives reason for diplomacy)
2. In order to "take a port" you must have enough ships in port - to last through the resources and attacks, the invading nation or person must have the army to do so or how could they invade to begin with? As ships try to break the blockade, you either reinforce your numbers or risk loss. (new card idea (greedy managers - for (x) gold, will give you current state of reserves - will show to nation when cast)
3. Every hour "x" amount of invading ships get "x" damage from defending cannon. New port voodoo can be made (sabotage, tea party, etc) Invading force will also need the ships for daily resupply. When specific supply is not met for "x" time, loyalty timer starts, gets below 50% and blockade fails.
3. Once the port reserves are lost, and no treaty signed, you start loosing population and have the option to raise the public buildings or plantation extra acreage your nation invested in before loosing the port.
4. At this point a port loyalty timer starts, and once it gets below 50%, if no treaty have been made, you loose the port or have to pay a ransom, what ever the final outcome the attacker was looking for.

Another idea to lessen fears
1. Armadas - The ability to amass, for a fee, groups of fleets, from those countrymen who offer, into an armada to hunt down an put the hurt on a fleet that wronged the nation.

I think the issue is people joke that its not traders glory, but its also not voodoo glory, so we need to find a better balance to get some people fighting in the water more and force others to invest in ships.

Shadow brings up that no one wants to do sea battles, and he is right, its almost not worth it. People spend a lot of time and resources building things that can be taken near instantly with a few voodoo. If we force people to have to have fleets on top of voodoo, we might find more sea battles and less insecurity and a much more balanced game.

I spend more real money than some but far less than others, but I always felt that voodoo should give an advantage to what you have, to mels point, you don't even need to have a ship to rule the seas if you control the voodoo.
Remember...
You can sheer a sheep many times, but only skin it once!
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Re: Weather/Wind/Location/Routes Expansion

Postby William one eye » Wed May 22, 2019 3:18 am

Re port defense

From nation play discussion

by William one eye » Thu Feb 14, 2019 5:07 pm

Would be if you needed naval presence to attack a port.

Its been a while since I read the fort suggestion, and I think it was a bit more interactive than what I am suggesting here.
This is what i believe is a fairly simple interaction that could make port capture and control a bit more strategic.
So say forts operated in a very basic way. The nation builds a fort with treasury funds.
A fort protects your port from nation voodoo, each level up for a fort give you better resistance to damage from naval attack.
fortress levels are public knowledge. X number of hits from x number of cannons will damage a fort of a certain level to the point
where voodoo casts will pass. So to cast on a nation with no fort is the same as we experience now.
As you build a fort and level it up the more you need to damage it before casts will pass.

Forts battle ships that are in the port. Only large frigates, sotls, and mow can do damage to forts.

to cast on a port with a level 1 fort
you may need to attach 100 - 125 times with a fleet of 4 large frigates and a tail before the fort is fully damaged. you incur the danger
associated with those 100 attack, so if you bring 100 fleets the can all attack once or twice, if you bring 1 fleet it will need to attack 100 or more times

to cast on a port with a level 2 fort perhaps it will take 300 to 350 attacks and such things would continue in a similar pattern as the levels when up.

Forts do not do damage to attacking fleets. As ships attack the fort the fleets gain danger per attack.
To attack the fleets attacking your port you will need to bring in a naval presence or hire one.
As damage is done to a fort the more voodoo casts pass the barrier. Damage repair is not expensive but must be voted for approval by council

civic buildings or monuments could be built that yield a percentage of defense against voodoo casts.

health and welfare investment could be a percentage defense against black death and possibly add a natural population growth function (births)
at higher levels of investment.


Forts and Nation buildings have loyalty, if you lose a port and retake it, the buildings will restore their affect.
Forts and Nation buildings can be removed if a new group occupies the port for a set length of time.
Forts and Nation buildings can be occupied and used if a new group occupies the port for a set length of time, longer that removal window.



These suggestions make ports more defensible, so the damage inflicted by port damage cards that actually make it to the port, may need
to be adjusted to be quite a bit stronger.
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Re route control

Another consideration might be seabed.

Some routes could be short cuts that risk hitting sandbars, reefs, rock outcroppings and possibly shipwrecks,
This could be tide, luck, or weather depended. Or all 3

Re sea acres, and anchorages.

I believe This would make my elective proximity battle system possible

viewtopic.php?f=4&t=4174&hilit=Proximity#p66976
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Re: Weather/Wind/Location/Routes Expansion

Postby Kangaroo » Wed May 22, 2019 1:36 pm

William one eye wrote:Re port defense

From nation play discussion

by William one eye » Thu Feb 14, 2019 5:07 pm

Would be if you needed naval presence to attack a port.

Its been a while since I read the fort suggestion, and I think it was a bit more interactive than what I am suggesting here.
This is what i believe is a fairly simple interaction that could make port capture and control a bit more strategic.
So say forts operated in a very basic way. The nation builds a fort with treasury funds.
A fort protects your port from nation voodoo, each level up for a fort give you better resistance to damage from naval attack.
fortress levels are public knowledge. X number of hits from x number of cannons will damage a fort of a certain level to the point
where voodoo casts will pass. So to cast on a nation with no fort is the same as we experience now.
As you build a fort and level it up the more you need to damage it before casts will pass.

Forts battle ships that are in the port. Only large frigates, sotls, and mow can do damage to forts.

to cast on a port with a level 1 fort
you may need to attach 100 - 125 times with a fleet of 4 large frigates and a tail before the fort is fully damaged. you incur the danger
associated with those 100 attack, so if you bring 100 fleets the can all attack once or twice, if you bring 1 fleet it will need to attack 100 or more times

to cast on a port with a level 2 fort perhaps it will take 300 to 350 attacks and such things would continue in a similar pattern as the levels when up.

Forts do not do damage to attacking fleets. As ships attack the fort the fleets gain danger per attack.
To attack the fleets attacking your port you will need to bring in a naval presence or hire one.
As damage is done to a fort the more voodoo casts pass the barrier. Damage repair is not expensive but must be voted for approval by council

civic buildings or monuments could be built that yield a percentage of defense against voodoo casts.

health and welfare investment could be a percentage defense against black death and possibly add a natural population growth function (births)
at higher levels of investment.


Forts and Nation buildings have loyalty, if you lose a port and retake it, the buildings will restore their affect.
Forts and Nation buildings can be removed if a new group occupies the port for a set length of time.
Forts and Nation buildings can be occupied and used if a new group occupies the port for a set length of time, longer that removal window.



These suggestions make ports more defensible, so the damage inflicted by port damage cards that actually make it to the port, may need
to be adjusted to be quite a bit stronger.
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William one eye

Posts: 1171
Joined: Wed Apr 20, 2016 2:33 pm


Re route control

Another consideration might be seabed.

Some routes could be short cuts that risk hitting sandbars, reefs, rock outcroppings and possibly shipwrecks,
This could be tide, luck, or weather depended. Or all 3

Re sea acres, and anchorages.

I believe This would make my elective proximity battle system possible

viewtopic.php?f=4&t=4174&hilit=Proximity#p66976

I've seen variations on this before from Will and heartily embrace the concept
Some people are like Slinkies, totally useless but great fun to watch when you push them down the stairs
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