Nation Ports: Fort (Medium)

Here you can find all the ideas/suggestions that have already been approved by administration. These ideas will stay here in queue till they are implemented or... postponed! Feel free to browse through the ideas, add your own ideas and help us prioritize them correctly.

Re: Nation Ports: Fort

Postby Shadowood » Tue Nov 15, 2016 4:54 pm

I very much like the idea of adding in a FORT for controlling nations. You put a ton of thought into this, but I agree with Stan that a simpler version would do.

This, along with the WITCH HUT, I hope get implemented in the near future.
I don't fear death. I look forward to it with great anticipation. For then I will met God face to face and let him know that I stole his Man of War!!!
User avatar
Shadowood
Fantasy Draft Deity
 
Posts: 4080
Joined: Mon Feb 08, 2016 5:40 am

Re: Nation Ports: Fort

Postby Grimrock Litless » Tue Nov 15, 2016 5:07 pm

Should make it so it loses level when ever another nation takes over the port. So it becomes weaker for the other nation to take it back again like a endless war or something.

Also, make the max level higher and the cost of it goes up very fast, so that a fort can never get to level 20 without a heavy cost.
"Got ya."
User avatar
Grimrock Litless
 
Posts: 2591
Joined: Thu Aug 13, 2015 2:50 pm
Location: Under the sea, in a submarine!

Re: Nation Ports: Fort

Postby DezNutz » Tue Nov 15, 2016 6:29 pm

Shadowood wrote:I very much like the idea of adding in a FORT for controlling nations. You put a ton of thought into this, but I agree with Stan that a simpler version would do.

This, along with the WITCH HUT, I hope get implemented in the near future.

I don't expect all of it to be implemented, although that would be nice. A lot of ideas within the suggestion can be put to good use in smaller setups.
I'm only here for Game Development and Forum Moderation.

If you see a forum rule violation, report the post.
User avatar
DezNutz
Players Dev Team Coordinator
 
Posts: 7073
Joined: Sat Oct 24, 2015 4:51 pm
Location: United States of America

Re: Nation Ports: Fort

Postby Malachi Constant » Thu Nov 17, 2016 11:18 am

Well done sir!! Really wow!!

I would agree with Stan in some more simple terms though.

I think your fort idea could be implemented partially with the diplomacy tab for nations. Acting as a defensive structure vs. certain hostility ratings. Those ratings could be set by a nation to a hostility level, and to a representative rank and what would be allowed to take place in nation port.

Set by national vote or council could work as such.

Military Class with 200+ hostility- fort will fire on

Noble Class with 100+ hostility-fort will fire on

If NAP ares worked into diplomacy there should be -50 in hostility threshold before fort defends.

I am unsure about the resource numbers but I think resource and GC should be used to replenish cannonballs for fort cannons.


Few of my ideas but I think you have something here.
User avatar
Malachi Constant
 
Posts: 308
Joined: Thu Mar 21, 2013 3:29 pm

Re: Nation Ports: Fort

Postby Shadowood » Tue Feb 07, 2017 8:24 pm

Bump.. Looking back over this, there is a lot of good ideas in here DezNuts. Great job.
I don't fear death. I look forward to it with great anticipation. For then I will met God face to face and let him know that I stole his Man of War!!!
User avatar
Shadowood
Fantasy Draft Deity
 
Posts: 4080
Joined: Mon Feb 08, 2016 5:40 am

Re: Nation Ports: Fort

Postby Mugiwara » Fri Feb 10, 2017 2:01 pm

DezNutz wrote:
Port Treasury (Just a thought, I think this could open up a lot of possibilities within Port Development down the road)
- A Nation’s sub-treasury for Port Management
- Prevents Nation’s Treasury from being depleted by Port Management Costs
- Provides additional management responsibilities for Governors
- No Direct Tie to the Nation’s Treasury
- Nation’s Treasury Funds can only be allocated to the Port by a Parliament Vote
- Funds can only be used for Port Management Costs
- Port Treasury Funds can be re-allocated to the Nation’s Treasury by Parliament Vote
- Citizens can contribute Funds to the Port Treasury through Gold Bars
- Logs all expenditures and transactions


I really like the idea of Port Treasury its same as real world. Nations will set a budget for offensive and defensive usage to protect their nations.
The budget should be voted for each month it will increase the reality:) And you wont be able to vote again during 1 month period. So better you should learn your needs and manage your treasury nicely. If your treasury will empty your crews wont work and you cant defend your ports. Also repair costs should be pre-calculated.


Fort Skirmish
- Hostility Point triggered action
- Does not affect player gc (purse)
- Does not affect player fame
- Lost cargo value gc is deposited into the Nation’s Port Treasury and reduces hostility points.
- Not protected by Skirmish laws
- Upon entering the port, skirmishes any fleet belonging to a player that has hostility points with the port nation that exceeds the Hostility Point Threshold
- Hostility Threshold must be set for Fort Skirmish to function (except warring nations)
- Fleets belonging to nations that are under an official declaration of war are skirmished by the fort with no exceptions (Threshold does not need to be set).
- Does not prevent access to port or it’s functions
- 10% chance that fleet will not lose any cargo
- 25% chance that fleet will only lose half its cargo


In my opinion only Fleets belonging to nations that are under an official declaration of war should be targeted by forts.
Also forts skirmishes should have a different cap than daily 5 cap per player. maybe 3 per players of warring nation.
And they should be protected by skirmish law insurance but the insurance cost should be double amounts than normal. If you are at war with a nation you may want to harm them.

If you insist about auto attacking based on hostility;
Declare a war to their nation. Their nation will protect him and accept your declaration or they will vote to kick him from their nation. i guess this is strong enough to punish someone who have too much hostility against you.
or apply 3 skirmish per player cap for based on hostility and no cap (or more cap) for warring nations

And transfer cargo to your fort's warehouse.

Bombardment: Damage & Resource Loss
- Damage inflicted on the fort is done at 25% of the normal damage rate of the ship (A cannon ball can land in the ground of the fort and cause no damage)
- Total Resource Loss is 4.5 times the damage inflicted by the ship, but not greater than 50% of all available resources.


Max resource lose amount should be lesser. Because you will need a lot of resource for forts.

Fort Repairs
- Performed from Fort Management
- Can only be performed by Governor or Nation Council Member
- Wood, Iron, Tools, and GC are needed for repairs
- Resources can only come from the Fort Warehouse
- GC can only come from the Port’s Treasury.
- Repair cost of 200 gc and 100 of each Resource per 1% damage
- Repairs can be done by percentage sets: Repair ALL or X% (Allows partial repairs if insufficient resources/gc to repair All; cost calculations should be provided)
- Can be set for automation if applicable resources and gc are available.
- Automation can only repair 90% of damage inflicted per bombardment.


Automation repairs costs should be much more higher than manual repair. maybe double amounts of resource and gold needed.

Level Loss (In Progress)
- Forts can be destroyed (If lvl 1 fort) (Complete Loss, Must Build from scratch).
- Forts can lose levels


How forts will lose levels? When they fully damaged did they lose levels?


Moral (In Progress)
- Newly constructed forts start with 75% Moral
- Decreases 1% ever daily update
- Recalculated after each bombardment for damage effects
- Affects accuracy (probability of hit)
- Can be improved by expenditure of rum, tobacco, and food from the Fort Warehouse. Takes time to increase moral, not instantaneous.
- Fort damage has a negative effect on Moral
- Blockades have a negative effect on Moral, the longer the blockade the fast moral decreases. For every 3 days a blockade is in effect, moral decreases an additional 5% at each daily update.


What will happen if Moral dropped to 0? Maybe moral can affect accuracy of cannons. and upkeep costs,repair costs

For port buildings in my opinion forts and blockades(also check Haron's viewtopic.php?f=5&t=2151&hilit=wars+and+blockades suggestion ) seems a solid options. Well done sir.
User avatar
Mugiwara
 
Posts: 637
Joined: Fri Dec 16, 2016 10:20 am

Re: Nation Ports: Fort

Postby DezNutz » Fri Feb 10, 2017 4:23 pm

Mugiwara wrote:
DezNutz wrote:
Port Treasury (Just a thought, I think this could open up a lot of possibilities within Port Development down the road)
- A Nation’s sub-treasury for Port Management
- Prevents Nation’s Treasury from being depleted by Port Management Costs
- Provides additional management responsibilities for Governors
- No Direct Tie to the Nation’s Treasury
- Nation’s Treasury Funds can only be allocated to the Port by a Parliament Vote
- Funds can only be used for Port Management Costs
- Port Treasury Funds can be re-allocated to the Nation’s Treasury by Parliament Vote
- Citizens can contribute Funds to the Port Treasury through Gold Bars
- Logs all expenditures and transactions


I really like the idea of Port Treasury its same as real world. Nations will set a budget for offensive and defensive usage to protect their nations.
The budget should be voted for each month it will increase the reality:) And you wont be able to vote again during 1 month period. So better you should learn your needs and manage your treasury nicely. If your treasury will empty your crews wont work and you cant defend your ports. Also repair costs should be pre-calculated.


Thank you. This was part of my intention, plus the possibility of use for other port buildings.

Mugiwara wrote:
DezNutz wrote:Fort Skirmish
- Hostility Point triggered action
- Does not affect player gc (purse)
- Does not affect player fame
- Lost cargo value gc is deposited into the Nation’s Port Treasury and reduces hostility points.
- Not protected by Skirmish laws
- Upon entering the port, skirmishes any fleet belonging to a player that has hostility points with the port nation that exceeds the Hostility Point Threshold
- Hostility Threshold must be set for Fort Skirmish to function (except warring nations)
- Fleets belonging to nations that are under an official declaration of war are skirmished by the fort with no exceptions (Threshold does not need to be set).
- Does not prevent access to port or it’s functions
- 10% chance that fleet will not lose any cargo
- 25% chance that fleet will only lose half its cargo


In my opinion only Fleets belonging to nations that are under an official declaration of war should be targeted by forts.
Also forts skirmishes should have a different cap than daily 5 cap per player. maybe 3 per players of warring nation.
And they should be protected by skirmish law insurance but the insurance cost should be double amounts than normal. If you are at war with a nation you may want to harm them.

If you insist about auto attacking based on hostility;
Declare a war to their nation. Their nation will protect him and accept your declaration or they will vote to kick him from their nation. i guess this is strong enough to punish someone who have too much hostility against you.
or apply 3 skirmish per player cap for based on hostility and no cap (or more cap) for warring nations

And transfer cargo to your fort's warehouse.


A single player who racks up rampant amounts of hostility is not necessarily a reason to declare war against an entire nation. That is poor politics and can lead to unnecessary disputes and consequences.

The port skirmish feature has a hostility point threshold that must be both implemented and reached before ports will skirmish players. It does not skirmish just anyone with hostility points, as well the threshold at minimum must be 75 hostility points.

Disagree on a cap.

Players don't receive cargo when skirmishing. A fort shouldn't either. The fort does however collect gold coin in comparison to the cargo worth, which is used to then reduce the hostility points a player has with the nation.

Fort Skirmish: Hostility Points
- Each Fort Skirmish reduces Hostility Points with port nation by 2
- The GC Value of Cargo lost reduces Hostility Points if the value lost is greater than 1000 gc.
- Hostility Point reduction for cargo is based on following formula: (Lost Cargo GC Value) / 1000
- Hostility Point reduction for cargo is rounded to the nearest whole number (5.6 is rounded to 6; 5.4 is rounded to 5)
- Hostility Points are not reduced for nations that have official declarations of war.



Mugiwara wrote:
DezNutz wrote:Bombardment: Damage & Resource Loss
- Damage inflicted on the fort is done at 25% of the normal damage rate of the ship (A cannon ball can land in the ground of the fort and cause no damage)
- Total Resource Loss is 4.5 times the damage inflicted by the ship, but not greater than 50% of all available resources.


Max resource lose amount should be lesser. Because you will need a lot of resource for forts.


Resource loss is 4.5 x Damaged delivered by ship. Damage deliver by ship is 25% of normal damage rate of ship. A fort will likely sink any ship before considerable damage is done; however, damage will still occur. If there is not a decent loss to resources, forts will be OP especially since resource collection is done as a nation. A nation with 40 players, each having a single fleet supplying the fort, could easily keep the fort well stocked. Keep in mind that the fort warehouse has no resource limits.

Mugiwara wrote:
DezNutz wrote:Fort Repairs
- Performed from Fort Management
- Can only be performed by Governor or Nation Council Member
- Wood, Iron, Tools, and GC are needed for repairs
- Resources can only come from the Fort Warehouse
- GC can only come from the Port’s Treasury.
- Repair cost of 200 gc and 100 of each Resource per 1% damage
- Repairs can be done by percentage sets: Repair ALL or X% (Allows partial repairs if insufficient resources/gc to repair All; cost calculations should be provided)
- Can be set for automation if applicable resources and gc are available.
- Automation can only repair 90% of damage inflicted per bombardment.


Automation repairs costs should be much more higher than manual repair. maybe double amounts of resource and gold needed.


I could see automated costs being more, but also need to note that auto repairs can only repair 90% of damage incurred. That doesn't mean it can repair the fort to 90% total HP after each battle. For example: If a 1000 damage occurs, automation only repairs 900HP. If another 1000 damage occurs, the automation only repairs 900HP. At the end of 2 battles, the Fort has been repaired automatically but requires a manual repair of the remaining 200 HP.

Mugiwara wrote:
DezNutz wrote:Level Loss (In Progress)
- Forts can be destroyed (If lvl 1 fort) (Complete Loss, Must Build from scratch).
- Forts can lose levels


How forts will lose levels? When they fully damaged did they lose levels?


Initial thought was if the fort reached 0 HP during a battle it would drop a level. Fort would replenish HP to a predetermined % of total available HP for the new level.

Mugiwara wrote:
DezNutz wrote:Moral (In Progress)
- Newly constructed forts start with 75% Moral
- Decreases 1% ever daily update
- Recalculated after each bombardment for damage effects
- Affects accuracy (probability of hit)
- Can be improved by expenditure of rum, tobacco, and food from the Fort Warehouse. Takes time to increase moral, not instantaneous.
- Fort damage has a negative effect on Moral
- Blockades have a negative effect on Moral, the longer the blockade the fast moral decreases. For every 3 days a blockade is in effect, moral decreases an additional 5% at each daily update.


What will happen if Moral dropped to 0? Maybe moral can affect accuracy of cannons. and upkeep costs,repair costs


Moral of 0 would be detrimental. Accuracy would be reduced significantly, making the fort highly susceptible to severe damage. Thoughts would be that crew manning the fort would leave by x% of max crew fort can hold at each update.

Mugiwara wrote:For port buildings in my opinion forts and blockades(also check Haron's viewtopic.php?f=5&t=2151&hilit=wars+and+blockades suggestion ) seems a solid options. Well done sir.


I have read Haron's Topic and like most of it. A combination of both his and my suggestion could be developed into a significant feature for wars and defense. Thank you taking the time to read and post questions and thoughts.
I'm only here for Game Development and Forum Moderation.

If you see a forum rule violation, report the post.
User avatar
DezNutz
Players Dev Team Coordinator
 
Posts: 7073
Joined: Sat Oct 24, 2015 4:51 pm
Location: United States of America

Re: Nation Ports: Fort

Postby Mugiwara » Fri Feb 10, 2017 5:43 pm

in my opinion your bombardment suggestion could be merge to CJ's Navy Base suggestion. i think we should spend more time and efforts for this port buildings suggestions. like yours or Haron's.
User avatar
Mugiwara
 
Posts: 637
Joined: Fri Dec 16, 2016 10:20 am

Re: Nation Ports: Fort

Postby DezNutz » Mon Oct 16, 2017 9:00 pm

Bumping.
I'm only here for Game Development and Forum Moderation.

If you see a forum rule violation, report the post.
User avatar
DezNutz
Players Dev Team Coordinator
 
Posts: 7073
Joined: Sat Oct 24, 2015 4:51 pm
Location: United States of America

Re: [Review]Nation Ports: Fort

Postby Hawk » Mon Mar 04, 2019 7:18 pm

I like the idea and the details. But I feel it would not fit before Wars and Blockades. So +1 to discussion for me, to be maybe included with wars and blockades, or as a latter addition after the feature is addressed.
"Have at it gentlemen"
User avatar
Hawk
Players Dev Team Member
 
Posts: 453
Joined: Wed Mar 28, 2012 2:32 am

PreviousNext

Return to Approved

cron