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Proximity Battles

PostPosted: Thu Feb 15, 2018 6:57 pm
by William one eye

Proximity Battles


Mid Travel combat for war fleets.
This system is not danger dependent and battles do not generate danger.

This system is opt in only.
However if this system was in place - I could see it being a requirement for future game options.
like if you are smuggling an object you would be require to place it on a eligible fleet.

Using this system you would be able to spot select approacing fleets and react.
It would also allow for players to intercept and chase other players.


Select Fleets


Players electing to use this system can mark up to 10 fleets as proximity eligible



Active intersection points


Any select fleet approaching an active intersection point.
will become active for proximity battle

Example active intersection points

Selected fleets approaching or depart of same port.

- 20 minutes from entering or after departing a port.
you can approach by overtaking or by passing


Window of possible engagement + - 5 minutes of the intersection point.



Notification - flags on Fleets pages



When a proximity notice appears you can click it for the following options



Approaching

Approaching means you got a proximity flag - but no action has been taken against you.
- your watch has spotted another ship on the horizon.

you can make one of the following choices

Attack no response from nearby fleet - your attack will function similar to a skirmish

Evade you actively sail out of the path of the other ship - their proximity notice disappears

Observe you take time to glass the nearby fleet to make a choice
- if you are attacked why observing you lose the chance to evade

Default - no action your ship will pass the other fleet with no activity unless they attack you.



Under attack

An enemy fleet has spotted you and is moving to attack position

If you are proximity attacked you will get an event notification
that you can click to take you to the proximity options page


Attack actively engage in battle with attacking ship

Defend 50% chance you can create a stalemate and stop the attack of the enemy fleet.

Flee you have a 25% chance of out running the other fleet,
if you fail, you will not be able to act in the first 3 rounds of combat.

Default - no action will function similar to getting skirmished


If both parties choose attack - first to attack starts first round

Each option takes 1 round then the opponent gets a round.
round continue until surrender or defeat



Combat options

Maneuver - attempt to gain superior attack position

Fire - fire upon other fleet

Grapple - come along side enemy ships and attempt a boarding party

Break free - if you have been grappled you can try to break free

Board - You must have first successfully grappled your enemy before trying to board

Defend decks - if you have been grappled you can try to stop boarding

Deck Fight - If you have successfully boarded you can engage in a deck fight.

Surrender - you can yield and lose a set percent of gc ending the battle - you may forfeit a ship if your gc is insufficient.



Winning a battle / Ship capture

Select proximity fleets have their own treasuries.
The larger the treasury the more gc you can lose in the fight, however if the treasury is to small and you lose the fight
you can loose some ships or the fleet.

Suggest there is a sink chance associated with this also, so ships could sink or be captured during battle.

In a default defend action - you will only loose a percentage of you gc on hand.
unless there is not enough gc on hand to cover the ransom of your tail ship. then you will lose the tail ship.

After a battle defending and default defended ships are fully repaired.

After a battle any crew killed on attacking or defending fleets during battle will be 100 percent restored to its original level.



Active voodoo Considerations


If you have active hostile curses on you it automatically defaults to no action
- however you can toggle this off

If curses are cast on you during a battle, the battle is surrendered and you are
returned to headquarters screen
- however you can toggle this off.

Active Drums of war, Bless and Favorable winds and advanced piracy will affect results



I am listing the combat system in 4 options from minimal to complicated with an ideal system outlined at the end.


Purely Funtional

Fire fight damage inflicted generated similar to a round of battle
party with remaining ships wins the battle

Deck battle - crew fight until dead, effectiveness determined by luck

Party with remaining crew wins the battle
crew is replenished at end of battle to original count.



Good

Same as functional with addition of specific upgrades
like crew training and weapons upgrades

Weapons upgrades would be preferably be purchased from player run shops
Crew Training would probably be hideout based



Better

Player directed fire fight where players control targeting, ability to select gun decks, lower hull
main decks, masts ect.


Player directed deck combat
Ability to select groups of sailors and use them to attack selected parts of the opposing ship.
or to defend selected parts of your ship or both at the same time.

Fleet maneuvers and grapple have some method of player control instead of
chance based



Best

Same as better option
with addition ability to select from weapon / ammunition choices





Final consideration

I envision the combat system being simple and functional,
however the ideal combat system would be as follows

for better and best options

I have something more graphical in mind, that may be outside the scope of this game.

In fire fight you - select any of your ships that are still floating one ship at a time,
you then select one of the enemies ships and possibly select the part of a specified
opposing ship for it to fire upon.

In maneuver - you see a map layout with your ships,
and opposition ships, it shows reefs, shoals, currents, winds.
you mark the positions where you want to move your ships

In grapple - you select grapple points or where to defend grapple points
via overhead view of main decks - in defense you are moving groups
of sailors

In board - you select boarding points or where to defend boarding points via overhead view of main decks
moving groups of sailors to boarding points or defense points

In deck battle - you move selected groups of sailors on your ships and the opponents ships via overhead view of main decks to try and gain advantage

Re: Proximity Battles

PostPosted: Thu Feb 15, 2018 7:57 pm
by Jack Teach
+10

Re: Proximity Battles

PostPosted: Thu Feb 15, 2018 8:59 pm
by D00T
+1
A brand new way to fight.

Re: Proximity Battles

PostPosted: Thu Feb 15, 2018 11:48 pm
by OG Deadking
-1

Re: Proximity Battles

PostPosted: Wed Feb 28, 2018 3:50 pm
by William one eye
Bump

Re: Proximity Battles

PostPosted: Wed Feb 28, 2018 3:55 pm
by Banger
+1

Re: Proximity Battles

PostPosted: Wed Feb 28, 2018 4:00 pm
by Captain Savage
+1000

Re: Proximity Battles

PostPosted: Wed Feb 28, 2018 4:08 pm
by DezNutz
-1 You can't engage in battle and reap it's rewards without danger accumulating, even if the battle is an opt in.

Re: Proximity Battles

PostPosted: Wed Feb 28, 2018 4:12 pm
by William one eye
It does not work on voodoo or danger. The concept is that players electing to use this must spot approaching ships and react

Re: Proximity Battles

PostPosted: Wed Feb 28, 2018 4:17 pm
by DezNutz
I understand that, but you are suggesting players to sink or steal other ships with the only risk being the other player's ships. Additionally, the use of this requires the players to be online and respond. If they aren't, it works similar to a skirmish just without danger risk.