Port Blockades (Large)

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Re: Port Blockades

Postby sXs » Wed Oct 18, 2017 4:57 pm

CJ, quick question on the toll fee mechanism. Will that come out of GC on hand? If so, then when a player reaches 0 gold on hand would ships fall based on the current ship plunder mechanisms?
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Re: Port Blockades

Postby Shadowood » Wed Oct 18, 2017 6:40 pm

Feniks wrote:
Shadowood wrote:Haron. Math on income for 5% might be hard to calculate unless you sit and watch one port and know how many Port actions happen in 24 hours.

Tool trade will get you about 21,000 gc when you skirmish the resources (give or take on fleet set up)
Rum/Tabac trade will get you 11,000 gc when you skirmish.

5% of 21,000 = 1050
5% of 11,000 = 550

Does a route like Akro get twice as much trade over a tool destination port?

Taking $1,050 as 5% I would bet you may see 20,000 plus port actions. You may even see 40,000+ in a popular port like Akro but for only $550



$21,000,000 for a 24 hour blockade if everyone paid the 5% you ask. Then divide this number up by all who take part.

Of course I could be WAY off in port actions each day.


figuring the average trade fleet is 4 lmm hawker tail 540 cargo spaces goods

Goods are sold at market rate not skirmish rates so tobacco in Akro sells is 10gc per 540 x 10= 5400 x 5%= 270 per

270 X your estimate of 20,000 =5.4 mill per day x 3 = 16.2 mill.

Quick math on Akrotiri 62 arrivals in 6 mins and 32 secs. Rough estimate 1 arrival every 10 secs = 40995 arrival over 72 hour blockade period

at 5%(270gc per arrival)= 40995 X 270 =approx. 11 million

now if initiator chooses plunder of cargo instead, would get the full 5400 per arrival

5400 X 40995 = 221.7 mill

Another thing to consider, Initiator gets 25%, remaining 75% split between remaining blockade attackers based on damage caused per CJs formula.


Someone may need to check my math on this though.


It’s not for 3 days though. 1 day is to organize blockade. Then 1 day for blockade. Then 1 day to resolve blockade. There is only one true day of the blockade for money purposes.
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Re: Port Blockades

Postby sXs » Wed Oct 18, 2017 7:07 pm

Captain Jack wrote:
A)BLOCKADE SUCCESS

-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)


Is the blockade in place for 3 days, meaning if successful the initiators receive 3 days worth of toll fees? or is it 24 hours?

Captain Jack wrote:
b)Cargo Plunder list (All cargo carried by the incoming fleets will be sold back to the market for their gold coin equivalent. If the incoming resource is same as the port's, they will still be sold back to the market at half the price)



Is this sold at blockade port price, the cargo base price which is the cheapest price in Avonmora, or sold back at the price purchased?
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Re: Port Blockades

Postby Captain Jack » Thu Oct 19, 2017 2:58 pm

Once a fleet is removed from the Blockade, during resolution phase, any health bonuses will be removed. Outside blockade, maximum health is 100%. The idea to keep such bonus afterwards, could only come through specialization. Certainly not something to puzzle ourselves but I have noted it in the first post for future reference.

Fleet initiative does not have to be decided by the game. We start with random pairing. Then we can do what Meliva suggested; winners vs winner. Or we could have specific - specialized fleets - picking enemy strong fleets as a priority. Even such though, will need to have some luck/randomization. Giving the choice to anyone as a privilege, is a powerful bonus.

We could always consider adding the health bonus to ships that have not received damage in this round, instead of giving it only to ships which fleet has not fought the battle. This could lead to greater battles but it might be unfair. We could try it though at least once to see how it goes.

No fleet can be removed from the Blockade before the Blockade resolution. Where my text is misleading so I can fix it?
Truth is that I have not wrote up about undamaged fleets but I guess you shoul be able to remove them, with a cost (ie 2 or 4 turns).

I have added in the first post the
Automatic trade routes will pause in case of Cargo plunder.
which mysteriously slipped out the initial listing.


For displaying the Blockade, we have in mind a new way of listing battles. Still, every battle will generate a battle report like the one you know. It's your carefully designed ships that will now participate in a large scale battle. Blockade Battles should be the most beautiful war piece of the game and it will only be able to get better as we add more and more ship specialization. Or when we add mass affects to them. Let's not trouble our mind with these now though.

We have not run any income simulations. Toll Fee cap is not decided but since automatic trade route continues, it should be less than the trade route profit and it must be different for Gold Bars versus Resources (that's one of the PERKS of COMPUTER GAMES. For example, you CANNOT do this in BOARD GAMES; calculate all these tiny figures to keep them fair, you can do this HERE).

We could gladly accept counseling at this part. You can use Trade Overview Report for your calculations.

Also:
-The Active blockade lasts for a total of 72hours. The active blockade is the one which gets you the naval traffic ability AND as a result, the perks of it.
-If you want to keep it for more, you will simply need to attempt a new one once 48h after battle end. You can theoretically keep a port blockaded forever.
-The obvious way would be to automatically convert goods. This might be chosen at version 1.0 of Port Blockades. At a later version, such blockades should open an extra black market with the goods that have been looted (this market will only sell). To work out the numbers though, you need to take in the Base Price of each resource
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Re: Port Blockades

Postby Most Lee Harmless » Thu Oct 19, 2017 3:53 pm

Captain Jack wrote:Once a fleet is removed from the Blockade, during resolution phase, any health bonuses will be removed. Outside blockade, maximum health is 100%. The idea to keep such bonus afterwards, could only come through specialization. Certainly not something to puzzle ourselves but I have noted it in the first post for future reference.


No fleet can be removed from the Blockade before the Blockade resolution. Where my text is misleading so I can fix it?
Truth is that I have not wrote up about undamaged fleets but I guess you shoul be able to remove them, with a cost (ie 2 or 4 turns).


I took my interpretation from this part of the initial proposal :

-Once a fleet receives any damage, it can no longer be removed from the blockade battle until it ends.
-Once a fleet receives full damage, it can no longer participate but still remains in the blockade battle until it ends.
-While a fleet is not fully damaged (at least one ship with less than 99% damage), it continues to fight.


I assumed if it cant be removed if it has damage, then it can be if it hasn't. Maybe its the use of 'no longer' which implies that prior to that, it could.
-1 : Move to archive.
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Re: Port Blockades

Postby Captain Jack » Mon Oct 23, 2017 11:22 am

I updated the text. Also simplified it. In short, different description than the one I used:

Once you add a fleet, it cannot be removed. Removal is only possible once the Resolution phase starts.
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Re: Port Blockades

Postby Vane » Wed Oct 25, 2017 3:12 am

Captain Jack wrote:
[*]2)Blockade Battle[/*]
Once the Blockade Preparation ends, then the battle starts and lasts for 24 hours (version 1.0 metric)

At the top of the hour, a round of battles take places (total max: 24 rounds).
During every round, every fleet of the attacking side, randomly engages a fleet on the defending side.

-Every fleet can fight one battle per hour.
-If there are not enough fleet match ups, then the fleets who do not fight (those able to fight, those not yet fully damaged) repair themselves at the rate of 15% per ship.
-The +15% repair bonus is not lost if a ship is already at perfect state (100%). Any excess repair percentage is added as extra bonus to the fleets that do not fight (this is the bonus they get for outnumbering, getting better position,etc)
-Ships at 99% damage do not receive this bonus as they are considered sunk in battle.


During the battle (the whole 24hours phase):
-All damage conducted is final (it will not depend on the winner of the battle). This means that all ships get damaged during battles.
-Repair voodoo on blockade fleets have no effect.
-Players cannot repair their ships.


-Once a fleet receives full damage, it can no longer fight.
-While a fleet is not fully damaged (at least one ship with less than 99% damage), it continues to fight.

-Attackers may still add new fleets up to the last minute while defenders may not add new fleets in the last 4 hours of the battle.



When a blockade battle is lost, will the owner of the losing fleet lose gold and fame as per standard ransom / fame loss mechanics?

I would think not as the benefits lay in either the success of establishing a blockade or the success in defending against one once the entire process is resolved. This is also a good way to get large fleets out there with fewer tails like cutters.
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Re: Port Blockades

Postby Shadowood » Wed Oct 25, 2017 3:57 am

Agreed Hornigold. I’m excited to see some larger fleets about.

I will throw a couple 60s into the fray myself. ;)
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Re: Port Blockades

Postby Vane » Thu Oct 26, 2017 3:49 am

Perhaps to correct the mass weak fleet inflation tactic brought up earlier we could put a couple regulations on ship type and fleets.

Something to the effect of...

Only "War" class ships can be used in a blockade fleet.

and

Any fleet entering a blockade battle must carry 75 or more cannons. (Amount negotiable of course)
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Re: Port Blockades

Postby DezNutz » Thu Oct 26, 2017 4:15 am

Benjamin Hornigold wrote:Perhaps to correct the mass weak fleet inflation tactic brought up earlier we could put a couple regulations on ship type and fleets.

Something to the effect of...

Only "War" class ships can be used in a blockade fleet.

and

Any fleet entering a blockade battle must carry 75 or more cannons. (Amount negotiable of course)


+1 I said that earlier in the thread (minus the cannon limits) but it still is a good counter to the weak fleet problem.
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