Plantation Battles

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Re: Plantation Battles

Postby Most Lee Harmless » Fri Oct 04, 2024 2:13 am

I think that the Guard House could function very well as a 'Security Force', both offensively and defensively. Each acre added to it already allocates a significant number of workers. The 'star' level could be used to indicate level of training and/or arms.

Thus a simple calculation can be made by the plantation owner as to how many acres and workers they are willing to sacrifice production for to hold instead as their 'army'.

I'm still unsure as to the actual mechanism for conducting a raid. I am tending towards a form of skirmish level of raiding to gain plunder. For example, I send a force to raid a neighbouring plantation. My level of training/arms goves me advantages in sneaking in and, if discovered, defeating any guards encountered. The defender may have allocated more acres/workers/ training than me. Ouch. Or they may not have, in which case 'fill yer boots lads!'.

This adds a level of uncertainty in any attack plus allows the plant owner some level of choice in how they can choose to defend themselves.

We can set parameters for the raid : a sneak raid would avoid contact with defenders thus may fail to gather much plunder. A 'fight if needed' may bring greater rewards.

Equally, defence strategies could also apply : 'Shrug and bear the loss' could minimise damage at the cost of resources lost. 'Defend at all costs' could be a costly affair for both sides.

I would favour a simple mechanic with a clear 'cost of doing business' such that any prospective owner can understand what may occur and the likely risk of their choice of strategy.
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Re: Plantation Battles

Postby Magnus the red » Fri Oct 04, 2024 3:17 am

sXs wrote:
Lil Lola wrote:Transport them by boat? Oooh the possibility of being raided and skirmished


Yes!!!! Do that!!! by the time anyone transports enough to raid some of my plantations I will be dead and buried.

How long and how many fleets would it take to transport 40 mill ..... 50 mill ..... 60 mill soldiers??? and only after they are trained??

Yeah this is a very workable idea.

:o: :D :D :D :D :D :D :o:
:arr :arr :arr :arr :arr

Just thought about that it'd be way too long a time to transport them by ship :D
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Re: Plantation Battles

Postby Lil Lola » Fri Oct 04, 2024 3:23 am

sXs wrote:
Lil Lola wrote:Transport them by boat? Oooh the possibility of being raided and skirmished


Yes!!!! Do that!!! by the time anyone transports enough to raid some of my plantations I will be dead and buried.

How long and how many fleets would it take to transport 40 mill ..... 50 mill ..... 60 mill soldiers??? and only after they are trained??

Yeah this is a very workable idea.

:o: :D :D :D :D :D :D :o:
:arr :arr :arr :arr :arr



Feniks you know you were just whining before when I said I was gonna raid you so I thought I would be fair to you. pppffftt screw it let the plantation workers learn on the plants. I assume that is what the guard house is all about anyways. You know William One Eye mentioned something about me getting to Beta Test the plant war and Feniks can be the first victim. Please please please can I be??? CJ hey hook a girl up!!
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Re: Plantation Battles

Postby DezNutz » Fri Oct 04, 2024 6:18 am

sXs wrote:
DezNutz wrote:Plantations should not spawn armies. Armies should be built under its own building. I would suggest the Hideout. Players would have to deploy their armies to attack or defend plantations. The guard house at the plantation should be reworked to serve two functions, maintain the army in a defensive position and qwell rebellious/lazy workers.


Hideouts are port specific. you only have 1 hideout in one port. This will not work.


Workers would not be defensive units. Any defensive ability they have would be minimal. Workers are to work the plantation not defend or attack it. A player would have to build and deploy an army to defend a plantation. Then provide resource and have guard shack to maintaining the army in defense. Armies don't need to be millions strong, thus transporting by ships would be more feasible.
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Re: Plantation Battles

Postby sXs » Fri Oct 04, 2024 1:52 pm

DezNutz wrote:
Workers would not be defensive units. Any defensive ability they have would be minimal. Workers are to work the plantation not defend or attack it. A player would have to build and deploy an army to defend a plantation. Then provide resource and have guard shack to maintaining the army in defense. Armies don't need to be millions strong, thus transporting by ships would be more feasible.


No,this can not be the way to do this. I have spent since the start of plantations building and investing in plantations. hundreds of million gold bars in just 1 plantation. Billions of gold bars overall. Now you want to add a feature that would allow someone to come along and destroy it with no equal effort, investment, or risk??

To your point with hideouts. I have 21 plantations. I need to train and transport 21 armies to defend if you use Hideouts. Someone who wants to raid only needs to train 1 army. EXTREME advantage to the raider. Lets say from the start someone decides to raid one of my plantations. They raise, train, and transport an army to one of my 21 plantations. From the start I do the same. I need to split my army amongst 21 ports. I have already lost. No, the armies for defending a plantation must be raised in or from the plantation. Raiding armies can be raised and trained in Hideouts, but not defending.

I have 1 plantation 50,000 acres, maxed stars across the board. It is the only "Huge" plantation on the board Any idea how much that cost in GBs? your guess better be in the millions to be close.

Now lets say someone like Lola gets a bug up her skirt and wants to raid it? From day 1 she builds and trains an army to do it.From day 1 i train an army to defend. so we are equal with army strength. She raids and by the roll of the dice she wins.

How is that fair?

She has not risked anything. She has not made an investment even fractionally close to mine. She has not invested the time. She walks away with her plunder or whatever and I am left to rebuild.

A few point.

1. investment into raid has to be proportional to investment into the building. Otherwise this is just an open season on large plantation owners.
2. The risk to the raider must be proportional to the risk of the defender. Even in ship raids, if the defender wins, he gets the booty.
3. Raider must have some interest in the port of the plantation they are raiding. The plantation owner has spent millions in Permits, Operating permissions and rent. the raider should be required to have done the same.

That is just the start. I have a list of over 100 different things that would need to be addressed, but before those can even be discussed, the basic mechanics and requirements need to be decided on.

1. I see options to add new ships for this. Military Transports. Armies need supplies.
2.Armies need weapons. I see new buildings and Technology research. Forge in your hideout. Blacksmithing tech.
3. Defensive buildings for plantations. Guardhouses, Watchtowers, Ramparts.
4. What role do the nations play. You can not expect to be able to conduct a raid on a foreign port without a nation being a little pissed.



No sorry, the investment someone has made into plantations to date has to play a role in defense otherwise this will be the end.
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Re: Plantation Battles

Postby Lil Lola » Fri Oct 04, 2024 4:19 pm

Hey Dez? Can I ask you a question? Does this seem fair to you? That by Feniks logic the only players that probably will be allowed to war with Feniks plantations (using his logic) would be Lodswe and XPro. Hmmm and since Lodswe doesn’t raid that would leave his bff XPro? Hmmm. Yeah I don’t think he would be raided much and continue on his course. Would defeat the purpose of the ability of plantation war. :(
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Re: Plantation Battles

Postby sXs » Fri Oct 04, 2024 6:09 pm

Lil Lola wrote:Hey Dez? Can I ask you a question? Does this seem fair to you? That by Feniks logic the only players that probably will be allowed to war with Feniks plantations (using his logic) would be Lodswe and XPro. Hmmm and since Lodswe doesn’t raid that would leave his bff XPro? Hmmm. Yeah I don’t think he would be raided much and continue on his course. Would defeat the purpose of the ability of plantation war. :(


You areco.plwtely missing the point.

Lets say it is ime.ented today at reset. You decide you want to raid one of my plantations so you startbuilding and training an army. I start building and training an army to defend. We have to do this in our hideout then transport them to the port. We can build armiws at the same rate. You choose to raid prote plantation a week later. I choose to defend Seaglory. I do not know in advance whixh antayion you chose.

How is it fair? I vant raise an army and transport them in eno quantity to defend all plantations.

Simple solution. Defending troops raised in plantation. Attack armies raised in hideouts.

Defending armies can not raid, attck armies can not defend.

If I want to raid a plantation i have to raise that army in my hideout.

Defenders must be given equal opportunity to raise a defensive army as an atrackers has to buold and raid.

If you had any semblance of critical thinking skills or understood the game mechanics well enough you would understand this.
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Re: Plantation Battles

Postby DezNutz » Fri Oct 04, 2024 6:36 pm

My bad, I forgot this is plantations glory. We can't possibly introduce any difficulty for players who choose to run mega plantations in numerous ports.
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Re: Plantation Battles

Postby Lil Lola » Fri Oct 04, 2024 7:19 pm

Hmm I thought a defending army would remain at their own port which maybe better that the guardhouse be where we train. I mean the only reason a defending army meets their attackers is if they get word of an impeding attack. Like with a spy. Chasing someone all over gods green earth in hopes of trying to figure out which port they are going to hit is a little ridiculous. Sounds like maybe a chance for intel…wait Dez leave out the intelligence jokes out of the discussion.
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Re: Plantation Battles

Postby sXs » Fri Oct 04, 2024 8:05 pm

DezNutz wrote:My bad, I forgot this is plantations glory. We can't possibly introduce any difficulty for players who choose to run mega plantations in numerous ports.


Giveme one arguement that makes the scenario I stated above fair in anyway. Your stated solution would allow raiders the ability to attack before plantation owners can even raise a defending army.

Of course you would side this way because you have never had the critical thinking skills either.

It isnt about whether or not my plantations are raided. Take your shot. as long as I am allowed an equal ability to raise a defense as raiders have to raise an attacking army then bring it on at your own risk. Plantation owners can not be left without the ability to raise a defense in multiple plantations.

I was a huge proponent for plantation raids when they were first discussed, but it needs to be fair for both sides. Your proposal is not fair in the least.
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