Port Blockades (Large)

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Re: Port Blockades

Postby DezNutz » Mon Oct 16, 2017 5:47 pm

Wolfie wrote:
Shadowood wrote:Really liking this suggestion CJ. Not seeing many needed revisions as of right now.

Question, how many of your own fleets can you put forth toward a blockade. I didn't see that mentioned.



5 ships meaning 1 fleet I believe I read it somewhere


That refers to the fleet must contain 5 ships. You can't enter a fleet that isn't full.

It can't just be 1 fleet, the attacking side has an option to who can join to include limiting it to oneself. If it was only 1 fleet, they would lose under that option.
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Re: Port Blockades

Postby DezNutz » Mon Oct 16, 2017 5:52 pm

Is there going to be any limitation to fleet composition outside of the initiator. What prevents the defenders from just overwhelming the attackers with fleets of howkers. The defenders only need to have a ship with less than 99% damage to win. Maybe require the fleets to contain a ship of a certain type.
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Re: Port Blockades

Postby PhoenixKnight » Mon Oct 16, 2017 6:02 pm

CJ, one point I disagree with is for the blockade to be successful all defending ships must be at 99%. That is extreme. Perhaps 51% of defending ships?
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Re: Port Blockades

Postby Shadowood » Mon Oct 16, 2017 6:08 pm

DezNutz wrote:Is there going to be any limitation to fleet composition outside of the initiator. What prevents the defenders from just overwhelming the attackers with fleets of howkers. The defenders only need to have a ship with less than 99% damage to win. Maybe require the fleets to contain a ship of a certain type.


How would 10,000 howkers stand up to 1 MoW. I would love to see a simulation. The Howker would never fire first, so the MoW would win each time. (simple game mechanics)

What CJ is proposing is a solution to the age old problem of "How to get Big Ships Sailing". I believe this is a very good start.

Both the Attackers and the Defenders will need to bring in the Big Guns if they want to win. Who has the biggest and the most, will win the day. It will take coordination from both sides I believe.

My level of excitement on this feature is right behind the Flagship. I hope to see it before 2018, but know its probably a big one to code.
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Re: Port Blockades

Postby Haron » Mon Oct 16, 2017 6:57 pm

Shadowood wrote:2nd question

-Every participant, may use up to 5 ship damage cards during the blockade duration.


Are the Attackers and Defenders going to be able to see a list of "Players" and "Fleets" similar to the Plunder Board when someone has danger on? How else would we know what Fleet to cast damage cards on?

Assuming Damage Cards are:
Call Kraken
Swarm of Worms
Fire Ship

Call Leviathan? - No DMG, but loss of LEVEL
Sabotage? = No DMG, but loss of ATT POINTS

Can you verify your list of DMG CARDS


These are good questions. However, I think only fire ships and krakens will be good in this case.

Also, I saw no limit on the number of ships /fleets per player. Perhaps there should be none. The limit stated was for cards, not ships. And remember that every player can use five krakens. That implies that all players should be able to add several fleets, or there will hardly be any battle at all, only krakens eating ships (do they eat them, Danik, or just sink them and use them as nests?).

One battle each hour means max 24 battles. As I see it, every battle will end with one fleet completely removed from battle, as each battle lasts until all ships in one fleet is sunk. So in a 500 fleets vs 700 fleets blockade, 500 battles will take place each hour, with 500 fleets removed from battle.

I think that being able to add fleets up to as late as four hours before the fight ends may be too good for the defenders, though. Defeating every fleet added in just four battles will be extremely difficult.
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Re: Port Blockades

Postby sXs » Mon Oct 16, 2017 6:59 pm

Although I like the idea overall, I do have one issue......

Captain Jack wrote:-To start a Blockade,a Man of War ship (MoW) must be used in the fleet that starts it.


Sold the MoW right after I got it at the suggestion of guild leadership at the time. The cost of acquiring one now is problematic along with the fact this would create huge demand for them in the market with limited number of them for sale.

I know there is a limitation of 1 per player, but is there a way admin could put something in on a temporary basis to allow those of us that sold our initial MoW to build one if this is implemented?

I love the overall concept,
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Re: Port Blockades

Postby DezNutz » Mon Oct 16, 2017 7:11 pm

Shadowood wrote:
DezNutz wrote:Is there going to be any limitation to fleet composition outside of the initiator. What prevents the defenders from just overwhelming the attackers with fleets of howkers. The defenders only need to have a ship with less than 99% damage to win. Maybe require the fleets to contain a ship of a certain type.


How would 10,000 howkers stand up to 1 MoW. I would love to see a simulation. The Howker would never fire first, so the MoW would win each time. (simple game mechanics)

What CJ is proposing is a solution to the age old problem of "How to get Big Ships Sailing". I believe this is a very good start.

Both the Attackers and the Defenders will need to bring in the Big Guns if they want to win. Who has the biggest and the most, will win the day. It will take coordination from both sides I believe.

My level of excitement on this feature is right behind the Flagship. I hope to see it before 2018, but know its probably a big one to code.


That doesn't matter in the way this simulates. It's 1v1 at the top of every hour for 24 hours.. I could have 50 fleets of howkers as the defender and you could have 1 fleet that has 5 MoWs in it as the attacker. If we add no fleets to the battle, I will win the blockade after 24 battles even though I lost every battle as I will still have 26 fleets left. The attackers can only attack 1 random fleet at the top of each hour for each fleet they have.
Last edited by DezNutz on Mon Oct 16, 2017 7:17 pm, edited 1 time in total.
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Re: Port Blockades

Postby Meliva » Mon Oct 16, 2017 7:17 pm

Feniks wrote:Although I like the idea overall, I do have one issue......

Captain Jack wrote:-To start a Blockade,a Man of War ship (MoW) must be used in the fleet that starts it.


Sold the MoW right after I got it at the suggestion of guild leadership at the time. The cost of acquiring one now is problematic along with the fact this would create huge demand for them in the market with limited number of them for sale.

I know there is a limitation of 1 per player, but is there a way admin could put something in on a temporary basis to allow those of us that sold our initial MoW to build one if this is implemented?

I love the overall concept,

I agree with this, many players sell their MoW due to it not being useful to them when they get it, and many bigger players often collect them. Perhaps as an alternative could someone start a blockade with a fleet of 5 SotL? I think that would be more then adequate as a substitute for the MoW.

Edit- and perhaps a way to fix the problem of someone flooding the battle with howkers or something, they can make it to where at the final battle(the 24th hour) all remaining fleets continuously battle until only one side is left. Or perhaps another solution would be to limit the amount of fleets one can add into the battle, such as only X per hour.
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Re: Port Blockades

Postby Shadowood » Mon Oct 16, 2017 7:20 pm

DezNutz wrote:
Shadowood wrote:
DezNutz wrote:Is there going to be any limitation to fleet composition outside of the initiator. What prevents the defenders from just overwhelming the attackers with fleets of howkers. The defenders only need to have a ship with less than 99% damage to win. Maybe require the fleets to contain a ship of a certain type.


How would 10,000 howkers stand up to 1 MoW. I would love to see a simulation. The Howker would never fire first, so the MoW would win each time. (simple game mechanics)

What CJ is proposing is a solution to the age old problem of "How to get Big Ships Sailing". I believe this is a very good start.

Both the Attackers and the Defenders will need to bring in the Big Guns if they want to win. Who has the biggest and the most, will win the day. It will take coordination from both sides I believe.

My level of excitement on this feature is right behind the Flagship. I hope to see it before 2018, but know its probably a big one to code.


That doesn't matter in the way this simulates. It's 1v1 at the top of every hour for 24 hours.. I could have 50 fleets of howkers as the defender and you could have 1 fleet that has 5 MoWs in it as the attacker. If we add no fleets to the battle, I will win the blockade as after 24 battles I will still have 26 fleets left. The attacking fleets can only attack 1 random fleet at the top of each hour for each fleet they have.


I understand your point now. I think there is something in there about miss matched numbers but do agree this needs to be addressed.

Not sure if the 24 Rounds mentioned is meaning 1 attacking Fleet could attack 24 different fleets. If that is so, then 24 rounds x 24 hours would be 576 attacks. Meaning 1 fleets could take out 576 fleets of howkers? Confused on that point.
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Re: Port Blockades

Postby William one eye » Mon Oct 16, 2017 7:22 pm

Post blockade would there be a repair window, or do the fleets with incurred danger immediately appear on the plunder board fully damaged.

also

Would it make sense to have an automatic blockade defeat, in the event that the fleet approaching port was capable of defeating the blockade?
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