Wild Nature Nation

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Re: Wild Nature Nation

Postby Sebena » Fri Dec 16, 2016 1:24 am

Meliva wrote:personally id love for this to play a bigger role in the future. maybe with certain missions where you fight seamonsters, or others where you fight against of for nature. and maybe those with high hostility with nature might occasionally get attacked by nature, such as natural disasters or sea monsters. on a side note I decided to check to see if you could change nation to nature with this latest update.. sadly you can not. :D




lol you are not only one I checked that aswell :D this way I would love to propose to CJ to give us that possibility :D
“The reasonable man adapts himself to the world: the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man.”
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Re: Wild Nature Nation

Postby Shadowood » Fri Dec 16, 2016 2:25 am

Meliva wrote:personally id love for this to play a bigger role in the future. maybe with certain missions where you fight seamonsters, or others where you fight against of for nature. and maybe those with high hostility with nature might occasionally get attacked by nature, such as natural disasters or sea monsters. on a side note I decided to check to see if you could change nation to nature with this latest update.. sadly you can not. :D


Maybe this is in anticipation of the Awesome new Guild Based Raids feature someone suggested against NPC Bosses!! :P
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Re: Wild Nature Nation

Postby William one eye » Fri Dec 16, 2016 2:28 am

I had considered the idea that maybe this interacted hostility with natural disasters as well.

and also the possibility that is could play into Shadowoods guild based raids against some sea creatures idea

I wondered perhaps I could give up this human existence and become some sort of vicious sea monster fighting for the wild nation,
but that does not appear to be an option.
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Re: Wild Nature Nation

Postby Donald Trump » Fri Dec 16, 2016 2:32 am

If it is danger with "Wild Nature" that causes the "Sea monsters" to appear. I don't get it then. Having more hostility with them should be more of a bad thing than good.

Like the Sea creature starts skirmishing 5 of your fleets per hour.

And if it is good and causes prizes. Then people in guilds will just make their cutter fleet with 0 cannons go against greater Ketos like 100 times to gain a ton of hostility, then have the guild defeat the spawned "sea creature" and earn the prize from it, redo and keep going.
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Re: Wild Nature Nation

Postby Captain Jack » Fri Dec 16, 2016 8:37 am

The new "nation" can help in structuring a lot of existing but also new things.

First and foremost, this was needed as till now, when you clicked Wild Nature in Hostility Reports, no nation would appear. We have received many contact messages from newcomers regarding this.

Aside from this detail though, it is nice to have it structured and tidy (as SSR noted) as a "special" nation, just as pirates. This will give us flexibility in new features in the future.

Perhaps we could also generate Sea Monsters on patrol or on new forthcoming fleet actions. It could be used in features like Guild Raids. There are many possibilities.
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