Plantation Battles

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Re: Plantation Battles

Postby sXs » Fri Oct 04, 2024 8:10 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.


If you do not see the flaws in this then you obviously lack the unbiased ability to even make a suggestion. The problem is you think that PG is Dezs world and we should all bow down to you.
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Re: Plantation Battles

Postby sXs » Fri Oct 04, 2024 8:15 pm

Please tell me where the flaw is in my way of thinking. If you cant then propose something different that is fair. I have already stated a fair way to do it. If you do not like that thentell me why. I have been very clear on the reasons why I am opposed to the Hideout solution with examples as to why. All I get in return are begative comments and bullshit responses.

This is the type of crap that caused so many of the issues with this damn game. Cant simply argue on merit. Have to resort to flaming and BS.

Yes i did the same but only after 2 people attacked me.

No wonder only 5-6 people comment onthese threads. There was a time when you would here from half the players in the game.

Congratulations to the duly designated troll of the game. you are responsible for a good deal of the people no longer even stating an opinion in forums.
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Re: Plantation Battles

Postby Meliva » Fri Oct 04, 2024 8:36 pm

I think having multiple plantations should make it harder to defend them all- Just like having more ships make it harder to defend all your ships and fleets. It's a risk vs reward situation. 21 plantations means lots of profit, but good luck defending them all, meanwhile 1 plantation might not be anywhere near as profitable but you can defend it real easy.

The only issue I have with that is many people have already established multiple plantations, not knowing that may come back to bite them. Which is indeed unfair-had they known owning multiple would make it harder to defend them all later on, they might have chosen to only invest in a few. It is a bit unfair that a change they had no way of knowing may come may end up costing them greatly.

Still, it doesn't make sense to me, to have it be just as easy to fully guard 21 plantations as it is to guard just one. Perhaps make it to where you can hire mercs to guard the extra plantations at a larger fee? That way, you can still guard multiple, but at the cost of a tidy sum of gold. Meanwhile folks who only own one or 2 plants could source the guards at a lower fee by hiring and training them personally.

Plantation raid insurance is another idea that should be a good law to implement.

Armies also need food, so trying to station massive armies means using up lots of food, so the food could be a sort of cap. If your armies are not fed, they either desert of starve.
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Re: Plantation Battles

Postby Lil Lola » Sat Oct 05, 2024 1:45 am

Hey Dez let me throw this at you only, I care not for anyone else’s opinion. Some are in panic mode. Others are in diplomatic mode.

The mega plant owners probably are also the ones who most likely swoop up every acre by driving up the rent. They squeeze out the little plantation owner like myself who can’t afford the prices. I have had to drop 2 plantations because some peoples greed knows no bounds. They really care not who is effected. And to add insult to injury…They just toss you a morsel every now and then so you learn to be happy with crumbs. It was maybe a year ago I was able to get back Psaral.

I don’t know but I think this would level the playing field. I know I would fight for whatever I got. I mean it’s not a lot but yeah I haven’t invested much because what is their even left to invest in? 5 plants 3000 acres each. I have what I have. If I lose it oh well. I will just go back to party card trading. But whatever. I invested nothing so I don’t deserve to play according to the Mega-Douche.
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Re: Plantation Battles

Postby Meliva » Sat Oct 05, 2024 1:58 am

Another thing that could be a good feature to add is the larger the plantation the harder it is to defend.

The plantations are already divided into different size categories
huge, gigantic, normal, tiny etc.

Bigger plantations should need more guards to cover the vast land or be more vulnerable to raids. More land to defend means more men needed to guard it, just like it needs more men needed to work it. Makes sense.

I do agree with Lola that it shouldn't just be possible to have a whole bunch of mega sized plantations in every port and not be more vulnerable to raids. Just like having a ton of ships makes ship raids more dangerous.

The greater the rewards, the bigger the risks and the more effort needed to minimize the risks. I can see this resulting in a lot of the really big plantation owners downsizing, which would open up more room for smaller plantations, which I think could be a good thing.
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Re: Plantation Battles

Postby xPROx » Sat Oct 05, 2024 2:34 am

Will nation have any play in this. Like if I hit a Channel island plantation will I build hostile with that nation.

And what about the Plantation owner. Can we have the right to decide who can buy are resources so we ant helping building the attacker army.

And what if a nation has a peace treaty with the other nation can a member still attack the other lands.

And is the a limit on size of army you can build with the size of plantation you have.

And if it's add to hideouts do you have to have a plantation in the port your attacking. Or can you have one plantation and hit all 21 ports.

There is so many little things that can be asked. But at the end of the day. The attacker and defender should be equal from get go
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Re: Plantation Battles

Postby Lil Lola » Sat Oct 05, 2024 2:47 am

Whelp looks like my behind is leaving USVI. Eff you too XPro.
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Re: Plantation Battles

Postby Lil Lola » Sat Oct 05, 2024 3:13 am

Charles Vane wrote:What if the plantation wars only involved allocated guards both defending and attacking? That would be the army or rather, Raid force. They are the only ones to fight and die. I don't know enough on how the guard house works so im just spitballing here.



And to think Vane. You and I got into an argument over Feniks..Because he is wanting to quit. I sure do stupid stuff in this game. Well I am no longer in NPS because I am where I belong..that is painfully obvious. Again my apologies. I will probably be leaving USVI as well. Apparently I am not good enough even to XPro. So whatever. Maybe I will go back to Christmas Island.
Last edited by Lil Lola on Sat Oct 05, 2024 2:31 pm, edited 1 time in total.
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Re: Plantation Battles

Postby DezNutz » Sat Oct 05, 2024 12:54 pm

sXs wrote:
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.


If you do not see the flaws in this then you obviously lack the unbiased ability to even make a suggestion. The problem is you think that PG is Dezs world and we should all bow down to you.

No, I see the flaw in allowing plantation workers to be the defensive and offensive armies.

Massive plantations would be extremely difficult if not impossible to defeat.

Massive plantations could easily decimate small plantations from the start as they have more land to allocate toward their guard shack and more workers available.

How would you attack a plantation in another port? What transports these massive armies that would exist essential instantly when they are tied to plantations.

Your only thought is your GC bottom line. Whatever keeps it intact with the least effort and risk.
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Re: Plantation Battles

Postby Vane » Sat Oct 05, 2024 7:32 pm

Ok let's get everything back on track. By the sounds of it, there are two major concerns/points to be dealt with at the moment so we can move forward.

The Concern for loss of hard and long term investment, and how these armies are raised. I think there is one point to address that will help these two fall into place more easily. That is the nature of the attack itself, and its rewards / losses.

As it is written:
Choice 1)Type of attack

3 types of attack: Pillage, Regular, Full Out Attack

Pillage: You only loot resources and workers. These are automatically converted to base price. Resources are lost and you gain gold.
Regular: You win some acres / infrastructure from the defending plantation.
Siege: You win more acres /infrastructure from the defending plantation.



I propose:

Choice 1)Type of attack

3 types of attack: Plunder, Pillage, Occupy

Plunder: You only loot resources and workers. These are automatically converted to base price. Resources are lost and you gain gold.
[*] smaller force attempting to sneak in stealthily
[*] Defenders Guard house stars/acreage allocated could have a roll to play in the failure chance of the attacker
[*] Attacker can invest/prepare turns + gold bars in order to increase their success rate against the defenders guard house (bars to account for the defenders having to invest in guard house)

Pillage: You loot resources and workers (same as plunder) "and" 'damage' infrastructure of the defending plantation. (Attacker may choose 2 buildings to attack)
[*] Larger force required - similarly this is first an attempt to sneak in without sounding the alarm, not a frontal assault (larger force means a more difficult chance of success entering the plantation.) Should they sneak past the plantation border, they have a success roll to make for each building to determine if it was damaged. Damage can be determined by how successful the roll was and range between something like 3-9%
[*] Defenders guard house stars/acres allocated would have a roll in the failure chance of the attacker
[*] Attacker can invest/prepare turns + gold bars in order to increase their success rate against the defenders guard house (bars to account for the defenders having to invest in guard house)

Occupy: You seize acres from the defending plantation "and" a portion of its workers.
[*] Requires a significant force as this is a frontal assault directly against the defender.
[*] A direct match up of armies raised (does not count workers)
[*] Guard house stars / acreage applies bonuses to attack and defence for defender
[*] Attacker invests once again turns and gold bars for bonuses to their attack and defence of their force. Time to prepare, gold bars as payment to properly outfit and arrange transport for the troops. (Cost in relation to size of the prepared army.)




That still brings us to the raising of the army or soldiers. Each plant would need its own defence force, therefore Owners should be able to move workers into the guard house for training. It takes some time to train and there should be a cap on how many go through at one time (you can start a queue. Once trained they are no longer able to revert back to workers. Soldiers cost food the same as workers, and their health mood on plantation conditions is also impacted the same way.

Attacking, I agree this should be done at Hideout. A building would need to be built up like the rest in the hideout. This takes time and resources. (gives plantation owners time to establish a bit as well) Each building level would allow for more troops to house there. These troops come from the port locations population. In order to attack a plantation these troops would need to be transported there. The million dollar question on how without taking decades.. One could simply require the hideout be moved to the target port by paying the 100 credits. I don't have a clear solution on this point yet.

For those looking for a cost balance, and even starting ground for raising an army is something like this more to your agreement?
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