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Transport Immigrants Block Route Suggestion.

PostPosted: Sat Dec 24, 2016 11:14 am
by Admiral Nelson
Now recently, Captain Jack made a idea that Ship of the Lines/Man of Wars should have a "upkeep" of which once stolen need to be kept for X amount of time, so the player can extract revenge for it not to be too late. Which can be found below.

http://www.piratesglory.com/forums/viewtopic.php?f=4&t=3041

I personally think, this is a bad idea. However, we do not have to change anything - The real problem, is the purpose of such big ships as now they collect dust in Mariners, the truth is there is a lot of smart folk out there - Who knows how to position fleets, but does not exactly have a reason to get such ships out. I have a few suggestions which could all be implemented, and help both sides of the fence without having to include the Sotl/Man of War trait.

First Idea:
Merchants could assign Ship of the Lines/Man of Wars to guard a port - Recently the development team made it possible for players with large trade fleets to Transport Immigrants. Which, beneath our very noses is a solution.

1.8.201: New Feature: Ships via Trade Routes are now able to transport Immigrants.

Instead of Port Blockades I merely suggest another Trade Route, where Merchants or Pirates of a set nation can assign a " War Fleet " to the port. Lets say Spain wants to take citizens from St.Martins, Stan Rogers sets a fleet of 5 Large Merchantmen up little does he know - A fleet is guarding it. The fleet guarding's very purpose is to stop citizens from being taken from one Port to another. No gold will be taken from the player who set up the Immigrant fleet if the battle is lost - It will just return to its second part of the route and try again.

This fleet would still be visible on Spy Networks - However it will be under the Nations protection, Voodoo can still target such - But the Ransom of said ships per plunder will be lowered by 50%. 135,000 for a Man of War would become roughly 67,500 gold coins per hit, a Ship of the Line would be 32,500 gold coins. It would be a route of which, does not end until the person calls it back - So realistically, they can feel a lot safer putting a fleet of such out.

This would work both ways, so the person that puts the fleet up to guard, the ransom of such ships is decreased since you are working for your nation it would the ransom would also be down by 50%. Alike the fleets guarding the ports, this would collect Loyalty points for said nation.

What it would do:
Would make Merchants use Ship of the Lines more often, to guard there port from citizens being taken.
On the opposite side, the Merchants taking the immigrants would use Ship of the Lines to try to conquer the smaller fleet which if done, will give you no gold by the way.
Overall: Include a use of such Ships.

This would also serve a extra solution for the player putting the War fleet out: Loyalty points to the nation.
Per day, the player is awarded 10 Loyalty points if there fleet is guarding the port. ( Full 24 hours, not just the update )
Per successful defend, the player is awarded a additional 5 Loyalty points if there fleet holds off a fleet trying to move citizens
Per route, the player is awarded one Loyalty point for trying ( If such has failed )
Per successful route, the player is awarded Five Loyalty points ( If no fleets were in the way to stop it )
Per successful route, if a fleet tried to counter such, it would be awarded ten loyalty points per trip.

Of course, this would not be the most lubricative idea for Merchants - But, if they follow a flag sort to speak and would like to make a good impression then it is worth it. Perhaps a Loyalty points to Influence can be made ~ But that is another suggestion. :PP

Second Idea:
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.

+1 Archive

Re: Transport Immigrants Block Route Suggestion.

PostPosted: Sat Dec 24, 2016 11:39 am
by Captain meow
NOPE NOPE NOPE !!!!!

Re: Transport Immigrants Block Route Suggestion.

PostPosted: Sat Dec 24, 2016 11:52 am
by Maha
a fleet can be set to autotrade, fish or blockade (blockade is the new addition)

a blockading fleet can check 10 ships per hour, so depending on traffic these ships are more or less succesfull (new tech to increase ship/hour ratio?)

once a immigrant ship is found the blockader will auto battle under the normal rules. (but the danger gain is only 4)

a battle won will return the immigrants to port and the port-nation pays a reward (which is democratically agreed on beforehand) the immigrant ship sails on empty, but no plunder is taken.

a battle lost is similar to losing any battle and the fleet will return automatically to port to repair and refit. (this takes 10 minutes) The port-nation covers the repair costs.

a blockading fleet will skip same flag fleets (to avoid hositlity build up)

since the blockade is close to port, blockading fleets with danger appear on the plunder board and can be attacked normally and with normal outcomes.

as long as fleets are blockading, the nation shows interest in these fleets. each nation can vote to insure blockading ships/fleets
insurance options are:
plunder (same as skirmish works)
ship level (% of lost level upgrade)
ship lost (% of base ship price)

i don't get the loyalty points, what can be done with those.
succes should bring more influence.
something like average succes of last 3 days times 200= influence gain.