Nation Ports: Fort (Medium)

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Re: Nation Ports: Fort

Postby DezNutz » Sat Jun 04, 2016 3:22 am

Juicypotato wrote:If delrio was smart maybe he would pick a different username. If i got banned i wouldn't name myself JuicyRabbit.

Not that I want to continue this off topic discussion further, but if you got banned you would come back as JuicyNuts.
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Re: Nation Ports: Fort

Postby ChaIbaud » Sat Jun 04, 2016 3:23 am

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Re: Nation Ports: Fort

Postby Juicypotato » Sat Jun 04, 2016 3:24 am

Deznutz wrote:
Juicypotato wrote:If delrio was smart maybe he would pick a different username. If i got banned i wouldn't name myself JuicyRabbit.

Not that I want to continue this off topic discussion further, but if you got banned you would come back as JuicyNuts.


No that would only happen if you took my carrot you black rabbit.
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Re: Nation Ports: Fort

Postby Captain Jack » Tue Jun 07, 2016 3:22 pm

Deznutz wrote:The primary purpose of a Fort is the defense of the port during times of war; however, the Fort will also provide other benefits in other facets of the game. Each Nation Port will have a fort managed by the Governor. The fort will start at a base level with the ability to upgrade for additional benefits. Forts require extensive player involvement to reach full functionality and potential.


First things first: the fort belongs to the port and it is managed by the nation controlling the port. Right?
If so, please update first post so we can move on to the rest details.
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Re: Nation Ports: Fort

Postby DezNutz » Tue Jun 07, 2016 6:11 pm

Captain Jack wrote:
Deznutz wrote:The primary purpose of a Fort is the defense of the port during times of war; however, the Fort will also provide other benefits in other facets of the game. Each Nation Port will have a fort managed by the Governor. The fort will start at a base level with the ability to upgrade for additional benefits. Forts require extensive player involvement to reach full functionality and potential.


First things first: the fort belongs to the port and it is managed by the nation controlling the port. Right?
If so, please update first post so we can move on to the rest details.

That is correct. The fort belongs to the port once built, but the nation controlling the port is responsible for it's construction and management.

I've updated the first post to reflect this information. Most details are flexible for change. I don't expect everything to be accepted, but I tried to incorporate all the possible details that a fort would effect to include another person's suggestions and how they would function within the fort.
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Re: Nation Ports: Fort

Postby Lockreed » Tue Jun 07, 2016 6:48 pm

If the fort is tied to the port, then perhaps it should have some kind of "unrest" period when it comes under new ownership where it cannot be modified and does not function to full strength.

This way, forts only are modified / built after some stability is established.
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Re: Nation Ports: Fort

Postby DezNutz » Tue Jun 07, 2016 7:32 pm

Lockreed wrote:If the fort is tied to the port, then perhaps it should have some kind of "unrest" period when it comes under new ownership where it cannot be modified and does not function to full strength.

This way, forts only are modified / built after some stability is established.


I like it. Possibly making the fort unmanned, like a change of the guard. It could coincide with the damage and moral loss during a change over which effects the forts abilities.
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Re: Nation Ports: Fort

Postby DezNutz » Mon Jun 20, 2016 8:45 pm

Bump. Updated blockade effects.
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Re: Nation Ports: Fort

Postby DezNutz » Sat Jul 02, 2016 1:59 pm

Bump. And Update to Bombardments.
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Re: Nation Ports: Fort

Postby DezNutz » Tue Nov 15, 2016 4:15 pm

BUMP. Figured I would bring this to the foreground, since there has been a lot of discussion about increase in Wars/Conflicts and port development.
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