Port Blockades (Large)

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Re: Port Blockades

Postby Haron » Wed Oct 18, 2017 7:52 am

Assume a "Toll Fee" of 5%, and further assume (probably wrongly) that everyone keeps trading as normal. What would that amount to? Does anyone know how much goods is generally traded between ports (disregarding gold bars) every day?
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Re: Port Blockades

Postby Most Lee Harmless » Wed Oct 18, 2017 7:54 am

Haron wrote:
Danik wrote:The attacker doesnt need to finalise their 'last stand' fleets at the four hour mark : they can still feed in more fleets right up until just before the last round.


Indeed. However, if they could also REMOVE fleets, that is, make certain fleets "forfeit", it would be a bit easier. Then you could add a lot of cutter fleets to defeat the howkers, and later remove those weak fleets, making sure only strong fleets will fight in the final rounds. Or perhaps the "Blockade Initiator" could give each fleet a priority at any time, and if the attacker has more fleets than the defender, only the highest priority fleets would participate. Not sure who would have similar power for the defenders, though, but then again, this is mainly an attacker problem.

Even so, a smart defender will wait until this point with his Krakens, making sure there will still be several weak fleets among the attackers.

I'm also curious as to what the "prize" will actually be worth. Hardly as much as the cost. Does anyone have a qualitied opinion as to how many gc it might be worth winning a blockade?


A possible answer to the 'forfeit' question lies here :

-Once a fleet receives any damage, it can no longer be removed from the blockade battle until it ends.
-Once a fleet receives full damage, it can no longer participate but still remains in the blockade battle until it ends.
-While a fleet is not fully damaged (at least one ship with less than 99% damage), it continues to fight.


So, undamaged fleets can be removed : fully damaged fleets can not participate : who said you have to use your krakens on the enemy fleets only?
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Re: Port Blockades

Postby Haron » Wed Oct 18, 2017 8:01 am

Thanks, Danik. So as long as your fleet takes NO damage, I assume this means it can be removed even after fighting, but if it takes even one hit point, it will have to stay in the fray until it is either completely defeated or the Blockade ends. Does damage from Krakens count in this respect? Oh, and a fleet which is completely damaged by Krakens, is it considered defeated, or does it still fight in the next round?

Also, although I see where you're going with the "use Krakens on your own fleets" idea, I doubt that will ever be better than using it on the opponent. And this is, perhaps, one advantage for the attackers; after the defenders have dedicated their final fleets four hours before the end, the attackers may decide which fleets to target with Krakens. Also, they may themselves add fleets just before the next hour, in the hope of avoiding the defenders Krakens for that round. Maybe. I'm not really sure, but I definitely see a large increase in Kraken activity during blockades! Let's say 10 players on each side (a very low number, I believe), that's a potential 100 Krakens used in the blockade. Fun for all!
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Re: Port Blockades

Postby Most Lee Harmless » Wed Oct 18, 2017 9:14 am

The Kraken will be happy : more sailors bones and wrecked ships to decorate the sea bed is always a good thing.

Self-casting krakens may have many advantages : to remove already weakened fleets, for example : you cant repair damage during the blockade but as long as one ship in the fleet is below 99% damage : it will fight and, probably, lose. Marginal gain, perhaps, but anything which may shift the odds of your stronger fleets engaging and winning is worth considering.

As I read it : any ship with 99% damage at battles end will not receive the 15% per hour self-repair bonus, it is considered sunk : 4 such ships in a fleet render the whole fleet pretty toothless as the tail ship can still fight, even at 98% damage : so it gets the 15% bonus for next round and may then engage an enemy fleet at 83% damage : in which case, removing it via a self cast of krakens to allow a fresh fleet the chance to fight in that round makes sense.
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Re: Port Blockades

Postby Haron » Wed Oct 18, 2017 10:11 am

Somehow I assumed that casting Krakens on yourself counted against the "max five ship-damaging cards per player". If so, then better to use it against an opponent. If not, I definitely agree with you that this may sometimes be a viable strategy.
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Re: Port Blockades

Postby Most Lee Harmless » Wed Oct 18, 2017 11:21 am

A knotty problem for the Admiral in charge of the attack : when and how to use the available damage cards : add in that those with unused cards may not be online when the admiral wants them used : I foresee many busy chat-rooms burning oil late into the night...
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Re: Port Blockades

Postby Shadowood » Wed Oct 18, 2017 1:13 pm

What the heck will the battle reports look like if there are 200+ fleets on each side going at it?
What will the start up of a blockade look like? Will it be 100% transparent and both sides will see who is participating and with what fleets and fleet make up?

Assuming you already have a basic design layout for this CJ. Probably some sort of simple list format as a blockade could get huge in numbers.
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Re: Port Blockades

Postby Shadowood » Wed Oct 18, 2017 1:43 pm

Haron. Math on income for 5% might be hard to calculate unless you sit and watch one port and know how many Port actions happen in 24 hours.

Tool trade will get you about 21,000 gc when you skirmish the resources (give or take on fleet set up)
Rum/Tabac trade will get you 11,000 gc when you skirmish.

5% of 21,000 = 1050
5% of 11,000 = 550

Does a route like Akro get twice as much trade over a tool destination port?

Taking $1,050 as 5% I would bet you may see 20,000 plus port actions. You may even see 40,000+ in a popular port like Akro but for only $550

$21,000,000 for a 24 hour blockade if everyone paid the 5% you ask. Then divide this number up by all who take part.

Of course I could be WAY off in port actions each day.
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Re: Port Blockades

Postby Shadowood » Wed Oct 18, 2017 1:48 pm

Or just be a pirate and plunder all the resources.

21,000 x 20,000 port actions = $420,000,000! :pirateflag
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Re: Port Blockades

Postby sXs » Wed Oct 18, 2017 4:44 pm

Shadowood wrote:Haron. Math on income for 5% might be hard to calculate unless you sit and watch one port and know how many Port actions happen in 24 hours.

Tool trade will get you about 21,000 gc when you skirmish the resources (give or take on fleet set up)
Rum/Tabac trade will get you 11,000 gc when you skirmish.

5% of 21,000 = 1050
5% of 11,000 = 550

Does a route like Akro get twice as much trade over a tool destination port?

Taking $1,050 as 5% I would bet you may see 20,000 plus port actions. You may even see 40,000+ in a popular port like Akro but for only $550



$21,000,000 for a 24 hour blockade if everyone paid the 5% you ask. Then divide this number up by all who take part.

Of course I could be WAY off in port actions each day.


figuring the average trade fleet is 4 lmm hawker tail 540 cargo spaces goods

Goods are sold at market rate not skirmish rates so tobacco in Akro sells is 10gc per 540 x 10= 5400 x 5%= 270 per

270 X your estimate of 20,000 =5.4 mill per day x 3 = 16.2 mill.

Quick math on Akrotiri 62 arrivals in 6 mins and 32 secs. Rough estimate 1 arrival every 10 secs = 40995 arrival over 72 hour blockade period

at 5%(270gc per arrival)= 40995 X 270 =approx. 11 million

now if initiator chooses plunder of cargo instead, would get the full 5400 per arrival

5400 X 40995 = 221.7 mill

Another thing to consider, Initiator gets 25%, remaining 75% split between remaining blockade attackers based on damage caused per CJs formula.


Someone may need to check my math on this though.
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