Port Blockades (Large)

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Re: Port Blockades

Postby sXs » Wed Nov 08, 2017 5:15 pm

I think this type scenario is fair. It would promote a teamwork mentality on both sides. One single individual trying to break a blockade may or not be successful but with teamwork you increase chance of success and limit risk. A successful break only incurs 18 danger which is nothing, but a failed attempt could be consequential.
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Re: Port Blockades

Postby DezNutz » Wed Nov 08, 2017 5:53 pm

Assuming that we go with a variation or combination of my and/or Danik's suggestion, blockade fleets would be the only fleets locked. Those that counter the blockade would attack the blockade as if it were a plunder action, with some exceptions such as no danger drop for blockade fleets, no sink chance on blockade fleets, no ship plunder on blockade fleets, no voodoo on blockade fleets, and can't attack the blockade more than once per day with the same fleet.

I could see an increased danger points for those fleets attacking the blockade, such as 18 or 36 danger points per attack, but locking them in or making them susceptible to extra loss is too much. The counter fleets that attack the blockade are still susceptible to all plunder rules.
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Re: Port Blockades

Postby sXs » Wed Nov 08, 2017 6:01 pm

DezNutz wrote:Assuming that we go with a variation or combination of my and/or Danik's suggestion, blockade fleets would be the only fleets locked. Those that counter the blockade would attack the blockade as if it were a plunder action, with some exceptions such as no danger drop for blockade fleets, no sink chance on blockade fleets, no ship plunder on blockade fleets, no voodoo on blockade fleets, and can't attack the blockade more than once per day with the same fleet.

I could see an increased danger points for those fleets attacking the blockade, such as 18 or 36 danger points per attack, but locking them in or making them susceptible to extra loss is too much. The counter fleets that attack the blockade are still susceptible to all plunder rules.


I don't understand this thinking. If attempt to break a blockade fails, in essence that fleet is "sunk" therefore cannot simply repaired and return an hour later to try again.

For ease of explanation lets say an initiator of a blockade is successful with 5 fleets. Someone with one fleet comes along to break the blockade, Attempt 1 fails, but fleet is immediately repaired. Since the attackers cannot repair the damage is set to whichever fleet it hit.

Someone wishing to break a blockade need only keep repairing a fleet and returning, only committing 1 fleet and gold to repair.

Rinse..... repeat.... rinse repeat, until that 1 fleet has dealt enough damage to the initiator who can not repair.
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Re: Port Blockades

Postby Sebena » Wed Nov 08, 2017 6:17 pm

DezNutz wrote:Assuming that we go with a variation or combination of my and/or Danik's suggestion, blockade fleets would be the only fleets locked. Those that counter the blockade would attack the blockade as if it were a plunder action, with some exceptions such as no danger drop for blockade fleets, no sink chance on blockade fleets, no ship plunder on blockade fleets, no voodoo on blockade fleets, and can't attack the blockade more than once per day with the same fleet.

I could see an increased danger points for those fleets attacking the blockade, such as 18 or 36 danger points per attack, but locking them in or making them susceptible to extra loss is too much. The counter fleets that attack the blockade are still susceptible to all plunder rules.



I like this that way if people want to break blockades they will run with couple high value fleets since 1 fleet can attack blockade only once per day. I am for the 36 points per attack on fleets that attack blockade.

As far as risk and gain for initator that shouldn't be issue since its gameplay mechanic and profit/reward shouldn't be issue.
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Re: Port Blockades

Postby DezNutz » Wed Nov 08, 2017 6:26 pm

Feniks wrote:
DezNutz wrote:Assuming that we go with a variation or combination of my and/or Danik's suggestion, blockade fleets would be the only fleets locked. Those that counter the blockade would attack the blockade as if it were a plunder action, with some exceptions such as no danger drop for blockade fleets, no sink chance on blockade fleets, no ship plunder on blockade fleets, no voodoo on blockade fleets, and can't attack the blockade more than once per day with the same fleet.

I could see an increased danger points for those fleets attacking the blockade, such as 18 or 36 danger points per attack, but locking them in or making them susceptible to extra loss is too much. The counter fleets that attack the blockade are still susceptible to all plunder rules.


I don't understand this thinking. If attempt to break a blockade fails, in essence that fleet is "sunk" therefore cannot simply repaired and return an hour later to try again.

For ease of explanation lets say an initiator of a blockade is successful with 5 fleets. Someone with one fleet comes along to break the blockade, Attempt 1 fails, but fleet is immediately repaired. Since the attackers cannot repair the damage is set to whichever fleet it hit.

Someone wishing to break a blockade need only keep repairing a fleet and returning, only committing 1 fleet and gold to repair.

Rinse..... repeat.... rinse repeat, until that 1 fleet has dealt enough damage to the initiator who can not repair.


A non-blockade fleet can repair but can't attack until the following day. It's one attack per fleet per day. Not really rinse and repeat.

I made a suggestion earlier that the blockade fleets would be able to make repairs, but the repair would be limited to a % of the total damage taken and would be more than normal cost. Danik posted a nice explanation on how that actually made sense to do, as ships regularly made repairs out at sea, but those repairs were temporary and didn't repair the ship to 100%.
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Re: Port Blockades

Postby sXs » Wed Nov 08, 2017 6:30 pm

Well by that explanation, the same rules should apply to initiators. Repairs at sea, leave and return.... all are valid arguments for both sides.
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Re: Port Blockades

Postby sXs » Wed Nov 08, 2017 6:31 pm

If an attacking fleet leaves for any reason it only makes breaking the blockade easier.
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Re: Port Blockades

Postby Sebena » Wed Nov 08, 2017 6:39 pm

We can still leave rule of emergency call and royal fleet of auxiliary repairing % as far as ship is not 99% damaged. But to keep it real ships can't be repaired 100% we can put cap on 85%
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Re: Port Blockades

Postby sXs » Wed Nov 08, 2017 6:49 pm

Wolfie wrote:We can still leave rule of emergency call and royal fleet of auxiliary repairing % as far as ship is not 99% damaged. But to keep it real ships can't be repaired 100% we can put cap on 85%


I agree with this, but the issue of being locked in only for attackers is not right. If a defender can leave and not return for 24 hours then a fllet from initiators should be afforded the same for exactly the same reasons. A fleet that does not have 99% damage should be able to leave and fully repair, but can not rejoin for 24 hrs.

Same for both sides. An initiator fleet leaving means it is more likely the blockade can be broken, so there is strategy involved in this.
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Re: Port Blockades

Postby sXs » Wed Nov 08, 2017 6:51 pm

A fleet with 99% damage should not be able to leave no matter which side he is on.
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