Port Blockades (Large)

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Re: Port Blockades

Postby DezNutz » Mon Oct 16, 2017 7:23 pm

Shadowood wrote:
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.


1 Fleet = 1 attack per 1 hour. 1 fleet can attack 24 times over the period of 24 hours.
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Re: Port Blockades

Postby Shadowood » Mon Oct 16, 2017 7:27 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,


Not sure "creating" new MoW due to sold or lost MoW is the way to go. I feel this still needs to have the restrictions on. I do agree it presents an issue if you want to start a Blockade but don't have a MoW. Perhaps work a deal with someone who does about splitting any profits from the "initiators" profit line...? Good catch Feniks, not sure of the best solution
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Re: Port Blockades

Postby Shadowood » Mon Oct 16, 2017 7:28 pm

Hey Dez, have you thought about how "Forts" could tie into version 2.0 on this yet?
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Re: Port Blockades

Postby Meliva » Mon Oct 16, 2017 7:29 pm

Shadowood wrote:
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,


Not sure "creating" new MoW due to sold or lost MoW is the way to go. I feel this still needs to have the restrictions on. I do agree it presents an issue if you want to start a Blockade but don't have a MoW. Perhaps work a deal with someone who does about splitting any profits from the "initiators" profit line...? Good catch Feniks, not sure of the best solution


I think the best(or at least simplest) solution is to either use 1 MoW or multiple SoTL. Minimum of 2, though I think it should be 3-5 personally.
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Re: Port Blockades

Postby sXs » Mon Oct 16, 2017 7:39 pm

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



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,


Not sure "creating" new MoW due to sold or lost MoW is the way to go. I feel this still needs to have the restrictions on. I do agree it presents an issue if you want to start a Blockade but don't have a MoW. Perhaps work a deal with someone who does about splitting any profits from the "initiators" profit line...? Good catch Feniks, not sure of the best solution


I think the best(or at least simplest) solution is to either use 1 MoW or multiple SoTL. Minimum of 2, though I think it should be 3-5 personally.


I agree that would be the simplest idea would be to change fleet makeup, but I like the idea of having to sail a MoW more. If this is implemented, I may just have to bide my time until someone slips up and lets their MoW sit after the 24hr period expires.

It will extremely limit the number of times blockades are used initially though.

Shadow is right, someone will slip up, they always do.
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Re: Port Blockades

Postby Shadowood » Mon Oct 16, 2017 7:46 pm

I just see the market on MoW getting a small boost. Markets always will flux with new things..

Some will choose to still not carry a MoW, but will fully participate in ATT and DEF of blockades with bigger ships. I don't see this as a make or break situation. But it does give a bit of an edge to those who carry MoW.
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Re: Port Blockades

Postby William one eye » Mon Oct 16, 2017 7:47 pm

If you do not have a MoW and want to start a blockade. Possible solutions

Steal one
Buy one
Find someone that has one, that is also willing to use it to help you start a blockade


added bonus - now when you cast spy network on someone, you can say I was just trying to find someone with a MoW that could help me
start a blockade. :D
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Re: Port Blockades

Postby Haron » Mon Oct 16, 2017 8:00 pm

William one eye wrote:If you do not have a MoW and want to start a blockade. Possible solutions

Steal one
Buy one

Find someone that has one, that is also willing to use it to help you start a blockade


You know who to call...

Another issue: I see the threat of a "traitor" is completely destructive for the attackers, but will hardly matter at all to the defenders. An attacker who adds a lot of single howker fleets right before the last battle, will ensure that the attackers cannot win (at least one of his fleets will probably meet, and lose, against a defender, who will then still be standing).

One more: I see a weird strategy for the defenders. Have, say, 20 good fleets, and add 100 crap fleets every hour (refill good fleets as they are lost). For an attacker to defeat this, he will need lots of good fleets. Using a similar setup, even with each crap fleet being better than the defenders crap, and every good attacker fleet better than a good defender fleet, will only cost the defenders 3-4 good fleets every battle, since the matchup is random, and the attackers need to match good vs good in order to defeat the good fleets. Random selection, combined with the victory condition of every defending fleet defeated, makes the strategy "use waves of single hawkers" too good, in my opinion.

All in all, I love the fact that this is being considered. Right now, however, it seems that the odds favor the defenders so much that I doubt anyone would be able to successfully conduct a blockade. I'm sure it's possible to make some tweaks and make it great, though!
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Re: Port Blockades

Postby Shadowood » Mon Oct 16, 2017 8:03 pm

Haron wrote:
William one eye wrote:If you do not have a MoW and want to start a blockade. Possible solutions

Steal one
Buy one

Find someone that has one, that is also willing to use it to help you start a blockade


You know who to call...

Another issue: I see the threat of a "traitor" is completely destructive for the attackers, but will hardly matter at all to the defenders. An attacker who adds a lot of single howker fleets right before the last battle, will ensure that the attackers cannot win (at least one of his fleets will probably meet, and lose, against a defender, who will then still be standing).

One more: I see a weird strategy for the defenders. Have, say, 20 good fleets, and add 100 crap fleets every hour (refill good fleets as they are lost). For an attacker to defeat this, he will need lots of good fleets. Using a similar setup, even with each crap fleet being better than the defenders crap, and every good attacker fleet better than a good defender fleet, will only cost the defenders 3-4 good fleets every battle, since the matchup is random, and the attackers need to match good vs good in order to defeat the good fleets. Random selection, combined with the victory condition of every defending fleet defeated, makes the strategy "use waves of single hawkers" too good, in my opinion.

All in all, I love the fact that this is being considered. Right now, however, it seems that the odds favor the defenders so much that I doubt anyone would be able to successfully conduct a blockade. I'm sure it's possible to make some tweaks and make it great, though!


Who let the cat back in...?
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Re: Port Blockades

Postby Most Lee Harmless » Mon Oct 16, 2017 8:07 pm

Its one for the mathematicians to work out, the best fleet strategy to ensure victory, for either side. If nothing else, it may be fun working it all out : but I wouldnt worry too much, its way easy to assume each such blockade will be carried out with complete mathematical precision and efficient distribution of forces in a timely manner. Even if such perfection was in place at the start, the sad, or happy, fact is, one side or other will mess up along the way and the best laid plans will be left in tatters.
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