Port Blockades (Large)

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Re: Port Blockades

Postby PhoenixKnight » Mon Oct 16, 2017 8:08 pm

Captain Jack wrote:Prologue



A)BLOCKADE SUCCESS
For this to happen, all ships on the defending side must have been sunk (at 99% damage) during battle.

-All fleets on the attackers side, get a penalty of 18 danger points.
An active blockade is established for a total of 72hours (Version 1.0 Metric)

B)BLOCKADE FAIL
For this to happen, at least one ship must have less than 99% damage on the defenders side.

-The blockade initiator may not initiate any other blockade for a total of 14 days.
-The initiation fleet gets an extra penalty of 180 danger points.
-All fleets on the defenders side, get a penalty of 18 danger points.


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 Meliva » Mon Oct 16, 2017 8:08 pm

Perhaps the victory condition should be changed then. I can think of a 2 alternatives off the top of my head.

1- Whichever side wins the most battles overall wins.
2-Whichever side has the most fleets still capable of fighting

The former in my opinion would be the best solution I can think of. It would make adding crap fleets to swarm the enemy more of a liability then a asset.

Or another solution is change how the battles will be conducted. Perhaps make the battles are determined by a list of conditions. Such as the first round is random, then the 2nd round will be the victors of the first round will always be matched against a victor on the other side as the top priority, then secondary priority could be any fleets that havnt fought or something similar. Or another solution is the final battle could be an all out non-stop battle until only one side remains. That way a bunch of howker fleets would just be continuously one shotted by a strong fleet. I am so glad the devs are allowing us to discuss this feature to help iron out any flaws and add our suggestions. This is very fun xD
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Re: Port Blockades

Postby Shadowood » Mon Oct 16, 2017 8:19 pm

Why can't one fleet continue fighting, until it is 99% damaged?

It would solve the "load up 1000 howker fleets" debate. If 1 fleet could continue to fight, Randomly, until it can't fight anymore; wouldn't that work?

PHX puts up his (other) "Thunder Flame Dragon God" fleet
1st battle: Hits 5 howkers takes 0 DMG
2nd battle :Hits 3 SOTL, 2 Cutters... 1 SOTL is at 99% DMG, next ship is at 87%
3rd battle: Hits 5 Howkers takes 0 dmg
4th battle: Hits 3 Frigs, 2 Cutters... 1 SOTL at 99%, next is now at 14% dmg
on SO ON...

Until all ships are 99%. Then he is out of attacks with this fleet. But he may add more fleets if he chooses..
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Re: Port Blockades

Postby sXs » Mon Oct 16, 2017 8:30 pm

Simple solution to success/failure. Total damage receiced as a percentage. If the defender put up 50 fleets of junk against 1 decent cap fleets, The defenders fleets will receive all the damage.

50 fleets hawkers vs 1 fleet w/MoW for 24 rounds, MoW fleet receives no damage 24 hawker fleets are damaged.

MoW fleet wins..... blockade successful.

This would still allow for some strategy with junk fleets, but would eliminate total number of fleets involved as a deciding factor.
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Re: Port Blockades

Postby Haron » Mon Oct 16, 2017 8:31 pm

That would be an option, Shadowood, but then the blockade would only last one round, and then either the attacker or defender will have all fleets sunk. Which is a possible way to resolve it, of course.
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Re: Port Blockades

Postby DezNutz » Mon Oct 16, 2017 8:35 pm

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


Yes, I'm actually looking into what I currently have suggested and seeing if changes need to be made. I think I left blockades as an open point. I gave some suggestions to how it could function within forts, but I would have to know what version 2.0 may entail. Would be interesting to have idea of where they want to move to on v2.0. That would allow me to adjust my suggestion to fit and work with blockades more effectively.
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Re: Port Blockades

Postby Shadowood » Mon Oct 16, 2017 8:41 pm

DezNutz wrote:
Shadowood wrote:Hey Dez, have you thought about how "Forts" could tie into version 2.0 on this yet?


Yes, I'm actually looking into what I currently have suggested and seeing if changes need to be made. I think I left blockades as an open point. I gave some suggestions to how it could function within forts, but I would have to know what version 2.0 may entail. Would be interesting to have idea of where they want to move to on v2.0. That would allow me to adjust my suggestion to fit and work with blockades more effectively.


What I am saying is Forts would be v2.0.

A nation controlling a port could use the Fort as extra fire power during a blockade.

But also, all the extra stuff that comes with your idea on Forts.
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Re: Port Blockades

Postby DezNutz » Mon Oct 16, 2017 8:48 pm

Shadowood wrote:
DezNutz wrote:
Shadowood wrote:Hey Dez, have you thought about how "Forts" could tie into version 2.0 on this yet?


Yes, I'm actually looking into what I currently have suggested and seeing if changes need to be made. I think I left blockades as an open point. I gave some suggestions to how it could function within forts, but I would have to know what version 2.0 may entail. Would be interesting to have idea of where they want to move to on v2.0. That would allow me to adjust my suggestion to fit and work with blockades more effectively.


What I am saying is Forts would be v2.0.

A nation controlling a port could use the Fort as extra fire power during a blockade.

But also, all the extra stuff that comes with your idea on Forts.


Yes, Forts would be a formidable bonus for blockades. I'd still want to update my suggestion to fit, as within it I made suggestions on blockades and interactions.
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Re: Port Blockades

Postby Meliva » Mon Oct 16, 2017 8:52 pm

Shadowood wrote:
DezNutz wrote:
Shadowood wrote:Hey Dez, have you thought about how "Forts" could tie into version 2.0 on this yet?


Yes, I'm actually looking into what I currently have suggested and seeing if changes need to be made. I think I left blockades as an open point. I gave some suggestions to how it could function within forts, but I would have to know what version 2.0 may entail. Would be interesting to have idea of where they want to move to on v2.0. That would allow me to adjust my suggestion to fit and work with blockades more effectively.


What I am saying is Forts would be v2.0.

A nation controlling a port could use the Fort as extra fire power during a blockade.

But also, all the extra stuff that comes with your idea on Forts.


I think forts would be an awesome addition, but it would ineffective to start thinking and planning how to implement them along with blockades, while we are currently discussing how blockades should work. Until we have blockades more or less finished and set up as best we can, then would be a good time to start discussing how to add forts to the mix.
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Re: Port Blockades

Postby sXs » Mon Oct 16, 2017 9:02 pm

Example

50 Hawker fleets v 1 Mow fleet

Rd 1 99% damage to hawker fleet 0% MoW fleet
result after rd 1 ......defender 1 fleet 99% damage 49 fleets 0 damage= total damage approx. 2%

If no fleets are added in this scoring scenario the MoW fleet wins and blockade is successful

This strategy is a loser though because it would only take 1 kraken card cast successfully for defenders to win.

But a percentage based scoring system seems to me to be the easiest and fairest way to determine success or failure.
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