Ambushes

Old Discussion topics

Re: Ambushes

Postby Hawk » Fri Apr 20, 2012 10:40 pm

:ugeek: lol

ok can we get back on topic now?
"Have at it gentlemen"
User avatar
Hawk
Players Dev Team Member
 
Posts: 453
Joined: Wed Mar 28, 2012 2:32 am

Re: Ambushes

Postby Hawk » Fri Apr 20, 2012 10:57 pm

John rackham wrote:I have my doubts about waiting (for hours?) for the target fleet to appear on the attack list, which would not work for players who can't be online for long stretches. I think the Ambush option is a great idea but should be an instant event.

There's really not much to gain from attacking someone with little gold and little ships.

You clearly have a noble heart, sirrah. I have played several games where you get numbers of scumsuckers who specialise in attacking the weakest only - even going to the lengths of deliberately losing fights and fame (or whatever the mechanism) now and then so they don't rise too high, cross some gameplay threshold and get exposed to players who will fight back.
Out of the crooked timber of humanity no straight thing was ever made.


If it was instant there might be some of the problems you pointed out earlyier.. I'm pretty sure for it to work it would have to be time based, otherwise no fleet would be safe and there would be no downside.

About those scumsuckers.. in any game there will be people like that. But the way this game works, anyone who attacks a new player does not gain much and also gains danger. Also if ambushs took 1-5 hours to go through I highly doubt people would ambush new players. It's just not worth it however you put it.
"Have at it gentlemen"
User avatar
Hawk
Players Dev Team Member
 
Posts: 453
Joined: Wed Mar 28, 2012 2:32 am

Re: Ambushes

Postby John rackham » Sat Apr 21, 2012 10:52 am

...OT
I am reminded that "sirrah" is a derogatory term (I had long forgotten this) and I have corrected my original post. No slight was intended and my apology is offered. Should Capt Dungeness wish to meet me on the field of honour I will give satisfaction.
back to Ambushes...
User avatar
John rackham
 
Posts: 108
Joined: Sun Mar 18, 2012 5:18 pm

Re: Ambushes

Postby John rackham » Sat Apr 21, 2012 11:25 am

To give ambushing a downside, maybe:
- I choose a fleet to ambush and hit the button;
- I immediately gain +6 DR for the attack;
- depending on the relative speeds of my fleet and the target, and the time since the target left port, there is a chance that the intercept will fail (if the target has already reached its destination when I ambush failure is certain);
- proportionately to the same speed/time factors, my fleet will be held in port on the plunder list for a certain amount of time;
- then the combat is resolved if the intercept has succeeded.

So I can declare an ambush without having to keep watching the port in real time, but may find it is better to wait for a good target which has only just left port, to minimise my own exposure to attack.
-
User avatar
John rackham
 
Posts: 108
Joined: Sun Mar 18, 2012 5:18 pm

Re: Ambushes

Postby Hawk » Sat Apr 21, 2012 6:05 pm

John rackham wrote:To give ambushing a downside, maybe:
- I choose a fleet to ambush and hit the button;
- I immediately gain +6 DR for the attack;
- depending on the relative speeds of my fleet and the target, and the time since the target left port, there is a chance that the intercept will fail (if the target has already reached its destination when I ambush failure is certain);
- proportionately to the same speed/time factors, my fleet will be held in port on the plunder list for a certain amount of time;
- then the combat is resolved if the intercept has succeeded.

So I can declare an ambush without having to keep watching the port in real time, but may find it is better to wait for a good target which has only just left port, to minimise my own exposure to attack.
-


I like that idea :D It gets rid of the wait but isn't a certain win. I think a regular ambush should have around a 40% success rate, and if players timed for the fleet reaching port they could raise that. (idk max 75% ?)

To keep ambushes from getting out of control, fleets should need 0 danger to start an ambush.
"Have at it gentlemen"
User avatar
Hawk
Players Dev Team Member
 
Posts: 453
Joined: Wed Mar 28, 2012 2:32 am

Re: Ambushes

Postby Hawk » Tue Apr 24, 2012 11:05 pm

So are there any other downsides to this idea?

Because at the moment I cant see why something like this hasn't already been implemented
"Have at it gentlemen"
User avatar
Hawk
Players Dev Team Member
 
Posts: 453
Joined: Wed Mar 28, 2012 2:32 am

Re: Ambushes

Postby Captain Jack » Thu Apr 26, 2012 3:37 am

Danger system is fundamental and we should build around it rather than ignore it as this suggestion implies. While we can play as much as we like with voodoo cards, implementing a system that will ignore danger, for every turn, is not a good idea. I will soon post an idea about guild wars that will give this little extra you currently seek.

The following sub-suggestion:
Code: Select all
- depending on the relative speeds of my fleet and the target, and the time since the target left port, there is a chance that the intercept will fail (if the target has already reached its destination when I ambush failure is certain);
- proportionately to the same speed/time factors, my fleet will be held in port on the plunder list for a certain amount of time;
- then the combat is resolved if the intercept has succeeded.


will become core of any battle in the future, at an advanced game version.

As a counterproposal, I can suggest a new voodoo perhaps:

Card Name: Ambush
Type: Instant - Fleet
Description: +3 Danger to target fleet
User avatar
Captain Jack
Project Coordinator
 
Posts: 4042
Joined: Tue Feb 08, 2011 1:12 am
Location: Pania

Re: Ambushes

Postby Hawk » Thu Apr 26, 2012 4:31 am

Captain Jack wrote:Danger system is fundamental and we should build around it rather than ignore it as this suggestion implies. While we can play as much as we like with voodoo cards, implementing a system that will ignore danger, for every turn, is not a good idea. I will soon post an idea about guild wars that will give this little extra you currently seek.

The following sub-suggestion:
Code: Select all
- depending on the relative speeds of my fleet and the target, and the time since the target left port, there is a chance that the intercept will fail (if the target has already reached its destination when I ambush failure is certain);
- proportionately to the same speed/time factors, my fleet will be held in port on the plunder list for a certain amount of time;
- then the combat is resolved if the intercept has succeeded.


will become core of any battle in the future, at an advanced game version.

As a counterproposal, I can suggest a new voodoo perhaps:

Card Name: Ambush
Type: Instant - Fleet
Description: +3 Danger to target fleet



A voodoo ambush card would help..

If we are going to stick to the voodoo and danger system maybe there should be another way to get these cards. My suggestion is anouther 24 hour voodoo card gain based on your backround.

For example:
If your backround is Privateer you would get 1 Ambush card every 24 hours
If it is merchant you would get a Favorable Winds, Control the Skies, or a new trading based card every 24 hours
Nobles would get something like Charity Donation or Ruby ring

Something like this might take a new type of voodoo card, one that can't be traded, and one that has a limit to the amount that you can have (idk 3 cards?)

Thoughts and opinions please :D
"Have at it gentlemen"
User avatar
Hawk
Players Dev Team Member
 
Posts: 453
Joined: Wed Mar 28, 2012 2:32 am

Previous

Return to Archives

cron