blockade the pirate

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blockade the pirate

Postby Maha » Sat Dec 24, 2016 11:55 am

J.A. wrote:This ties in with the route " Guard Port from Immigrant Ships"; However instead of guarding the port from Immigrant Ships, it would do the opposite and keep the pesky Pirates trapped in that port. Captain Jack, stated yesterday - Why should Hit and Run be a thing? Well this can counter such. A player would be able to set-up a war fleet alike the last suggestion and the Ships would blast any player that has just done a battle ( Who is not flying a nations flag ) with Cannon balls, strafing the pirate not allowing him to leave the port for the next 6-18 Hours.

Due to the power of this, I believe only 3 types of ships would be able to be put into action which is Large Frigate, Ship of the Line and Man of War. Of course, it would be allowed Cutter tails! But a fleet has got to 'hold'/'have' one of the ships in.
Large Frigate would equal 6 hours, to that player not being able to move his fleet. Leading to revenge hits of the player he just hit.
Ship of the Line would equal 12 hours.
Whilst Man of War - Due to its legendary powers, they would not be able to move it for the next 18 hours.

Alike the last suggestion, the ransom of such ships will be cut in half under the nations said protection. No gold will be taken from either side, it is merely the pirate that feels the rough end which will encourage him to hold more fleets - Due to some which may say it is unfair if one Pirate makes one battle and is trapped there.. This is where this add on comes in: The fleet will only engage such a fleet, if it has been seen either taking ships, or done more then 20 battles within a hour.

Due to the true power of this, only one fleet can be put up in each port but the player has to be part of the nation - The defending/strafing fleet would earn Loyalty points:
3 Loyalty points for strafing a Pirate with a Large Frigate.
6 Loyalty points for strafing a Pirate with a Ship of the Line.
9 Loyalty points for strafing a Pirate with a Man of War.
Per day, a additional 5 Loyalty points will be earned for your fleet guarding the port ( Such things would appear in News Events)

Now you may be asking, what is "Loyalty Points " Well I am thinking they could be used to product easy Influence 10 points = 1 Million influence in said port, as well as if you are in the council - Your status would depend on this, more you have the higher "importance" you are. Obviously the player with the most influence and Loyalty points is the king.
since it is a different suggestion, i gave it a thread of her own :)
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Re: blockade the pirate

Postby Maha » Sat Dec 24, 2016 12:08 pm

i like the idea that the 24 hour ban is not automatically but somewhat enforced by gameplay.

say that conquered ships need to be in a fleet for 24 hours. that fleet will gain an additional 100 danger which cannot be lowered by hideout voodoo. after the 24 hours the trail has gone stale and the 100 danger is dropped

during this 24 hour period players can designate fleets to "pirate hunting"
when they have done this they will receive "spotting" reports and the ability to blockade ports as JA described it.

to have a law enforcer standard in a port would be too expensive imo.
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Re: blockade the pirate

Postby Vane » Sat Dec 24, 2016 3:39 pm

Maha wrote:i like the idea that the 24 hour ban is not automatically but somewhat enforced by gameplay.

say that conquered ships need to be in a fleet for 24 hours. that fleet will gain an additional 100 danger which cannot be lowered by hideout voodoo. after the 24 hours the trail has gone stale and the 100 danger is dropped

during this 24 hour period players can designate fleets to "pirate hunting"
when they have done this they will receive "spotting" reports and the ability to blockade ports as JA described it.

to have a law enforcer standard in a port would be too expensive imo.


It would already be hard enough to defend a ship for 24 hours, adding 100 danger will make it outright difficult -1.
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Re: blockade the pirate

Postby Admiral Nelson » Sat Dec 24, 2016 3:41 pm

Notice you commented on Maha's suggestion but not mine as a whole ;)
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Re: blockade the pirate

Postby Vane » Sat Dec 24, 2016 4:25 pm

John Avery wrote:Notice you commented on Maha's suggestion but not mine as a whole ;)


Because I have not fully worked it out yet.
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Re: blockade the pirate

Postby Vane » Sat Dec 24, 2016 4:58 pm

I think it's to much.

There should not be an "auto attack" feature where one can set up a fleet like a bot to hit pirates when they attack. Then adding restriction on them leaving? This would drastically reduce battles and is 100 x more detrimental to a pirate than CJ's ship cooldown.

I have no idea why you would shoot CJ's suggestion down and then suggest this?
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Re: blockade the pirate

Postby Admiral Nelson » Sat Dec 24, 2016 5:02 pm

As a pirate can simply build another fleet if one fleet gets locked down - Making them have a lot more to lose ( Yes maybe just three fleets ) but three is better then one.

As you said, I believe. A Pirate can have 200 ships. However, what do you think to the other suggestion of mine which includes Merchant fleets guarding a port?
Last edited by Admiral Nelson on Sat Dec 24, 2016 5:04 pm, edited 1 time in total.
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Re: blockade the pirate

Postby Vane » Sat Dec 24, 2016 5:03 pm

I did not say that and don't believe they should. I said the fame loss formula assumes a pirate has 200 to reduce their fame loss.
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Re: blockade the pirate

Postby Admiral Nelson » Sat Dec 24, 2016 5:05 pm

These are simply remedies that could be thought of instead of New Special Trait for Ship of the Lines/Man of Wars...
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Re: blockade the pirate

Postby Vane » Sat Dec 24, 2016 5:07 pm

John Avery wrote:These are simply remedies that could be thought of instead of New Special Trait for Ship of the Lines/Man of Wars...


Yes they are, and ones I consider to be much more damaging.

I still favor CJ's cooldown suggestion.
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