Port Blockades (Large)

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Re: Port Blockades

Postby Haron » Wed Nov 08, 2017 6:58 pm

Feniks wrote:
Wolfie wrote:We can still leave rule of emergency call and royal fleet of auxiliary repairing % as far as ship is not 99% damaged. But to keep it real ships can't be repaired 100% we can put cap on 85%


I agree with this, but the issue of being locked in only for attackers is not right. If a defender can leave and not return for 24 hours then a fllet from initiators should be afforded the same for exactly the same reasons. A fleet that does not have 99% damage should be able to leave and fully repair, but can not rejoin for 24 hrs.

Same for both sides. An initiator fleet leaving means it is more likely the blockade can be broken, so there is strategy involved in this.


I disagree. I think this would make maintaining the blockade too easy, and carrying too little risk.
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Re: Port Blockades

Postby DezNutz » Wed Nov 08, 2017 7:04 pm

Wolfie wrote:We can still leave rule of emergency call and royal fleet of auxiliary repairing % as far as ship is not 99% damaged. But to keep it real ships can't be repaired 100% we can put cap on 85%


In a battle a ship would likely reach 99% damage, especially if they lose. The ability to repair needs to exist but it should be limited. I suggested a check that if all blockade fleets are at 99%, no repairs can be done. A cap on how much can be repaired, not just repair to x% is the best approach. So each time the ship is repaired only x% of the damage taken can be repaired.

For instance using the 85% with a ship that has 1000HP. Ship takes 100 damage. Repair would only allow for 85HP repair to 985HP. The next battle the ship take 900 damage, the repair would only restore 85% of the 900 damage or 765HP, with the ship having only 850HP.

I'm rethinking the if all fleets 99% damage no repairs. If the repair of the ship doesn't bring the ship to above 50% of it's original max HP, the ship can't be repaired further.
Last edited by DezNutz on Wed Nov 08, 2017 7:07 pm, edited 1 time in total.
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Re: Port Blockades

Postby sXs » Wed Nov 08, 2017 7:07 pm

Haron wrote:
Feniks wrote:
Wolfie wrote:We can still leave rule of emergency call and royal fleet of auxiliary repairing % as far as ship is not 99% damaged. But to keep it real ships can't be repaired 100% we can put cap on 85%


I agree with this, but the issue of being locked in only for attackers is not right. If a defender can leave and not return for 24 hours then a fllet from initiators should be afforded the same for exactly the same reasons. A fleet that does not have 99% damage should be able to leave and fully repair, but can not rejoin for 24 hrs.

Same for both sides. An initiator fleet leaving means it is more likely the blockade can be broken, so there is strategy involved in this.


I disagree. I think this would make maintaining the blockade too easy, and carrying too little risk.


Allowing someone attempting to break a blockade to leave and return also makes it easier to break.

99% damage on either side should not be able to leave and re-enter the battle. 99% damage is equivalent to being sunk or captured, therefore, at least for the purpose of blockade only, that fleet is rendered useless and should not be able to return 24hours later.
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Re: Port Blockades

Postby DezNutz » Wed Nov 08, 2017 7:20 pm

Blockades can't be unbeatable. I can see a blockade being setup by a select group of players/guilds that would be virtually unbeatable, especially if the fleets were stuck in the battle regardless of the how the blockade is setup (Timed Setup or Dynamic).

Additionally, there needs to be an understanding between conducting naval battle and a blockade. They aren't the same. The original suggestion by CJ conflates the two into a singular suggestion that is mostly a Naval Battle with a consequence of a "blockade", that blockades with no fleets.
Last edited by DezNutz on Wed Nov 08, 2017 7:45 pm, edited 1 time in total.
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Re: Port Blockades

Postby sXs » Wed Nov 08, 2017 7:44 pm

There are certain players in this game that could initiate blockades that would be unbeatable. no matter how you set this up. That is true especially if you remove voodoo from blockades.

Because of the random factor here, nothing you can do will prevent that. That is the one reason I like the mechanics of CJs OP. It is timed, yes it could be extended, but that just gives defenders more time to garner the help they may need.

Imagine PhoenixKnight, One-eye, CDV, and SHM get together and initiate a blockade. In either scenario, yours or CJs, the likelihood of beating that blockade is extremely low. Just the sheer number of fleets they could commit would make it almost impossible.

There is no defense against that. But that does not mean we do not go forward with blockades.
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Re: Port Blockades

Postby DezNutz » Wed Nov 08, 2017 7:47 pm

Feniks wrote:There are certain players in this game that could initiate blockades that would be unbeatable. no matter how you set this up. That is true especially if you remove voodoo from blockades.

Because of the random factor here, nothing you can do will prevent that. That is the one reason I like the mechanics of CJs OP. It is timed, yes it could be extended, but that just gives defenders more time to garner the help they may need.

Imagine PhoenixKnight, One-eye, CDV, and SHM get together and initiate a blockade. In either scenario, yours or CJs, the likelihood of beating that blockade is extremely low. Just the sheer number of fleets they could commit would make it almost impossible.

There is no defense against that. But that does not mean we do not go forward with blockades.


There are fleet requirements in my setup. They couldn't just throw any fleet into the blockade. Yes a blockade may last some time, but it wouldn't be unbeatable.
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Re: Port Blockades

Postby sXs » Wed Nov 08, 2017 7:53 pm

This is where strategy becomes a huge play. This is where Daniks "fog of war" comes into play.

CDV initiates a blockade. Under your proposal you do not know, did he initiate with 1 fleet or did he commit 400 fleets.
Not much you can do except maybe scour the post gossip boards to track his fleet movement port to port, Cast a spy report to see which fleets are travelling to which ports.

There is strategy and planning that needs to be done. In your scenario I could simply just keep throwing fleets at the blockade until I beat it. I could simply keep throwing 1 fleet at it until I beat it. CDV cant remove his fleets but I can. Instead of planning and strategy I simply use a bull run and repeat.
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Re: Port Blockades

Postby DezNutz » Wed Nov 08, 2017 8:04 pm

Feniks wrote:This is where strategy becomes a huge play. This is where Daniks "fog of war" comes into play.

CDV initiates a blockade. Under your proposal you do not know, did he initiate with 1 fleet or did he commit 400 fleets.
Not much you can do except maybe scour the post gossip boards to track his fleet movement port to port, Cast a spy report to see which fleets are travelling to which ports.

There is strategy and planning that needs to be done. In your scenario I could simply just keep throwing fleets at the blockade until I beat it. I could simply keep throwing 1 fleet at it until I beat it. CDV cant remove his fleets but I can. Instead of planning and strategy I simply use a bull run and repeat.


The initiator of the blockade can call it off when ever they want, thus ending the blockade and removing all fleets. If I didn't write that down in my suggestion, my apologies.

To be fair a player could remove their fleets, but they wouldn't be able to rejoin the blockade. Otherwise you would be creating a never ending unbeatable blockade of players just removing their fleets repairing them 100% and then re-adding them to the blockade. Blockades can't be unbeatable.


Additionally, leaving the blockade early would result in danger points and a penalty. If you engaged in battle as a blockader and left, the penalty would be more.
Last edited by DezNutz on Wed Nov 08, 2017 8:10 pm, edited 1 time in total.
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Re: Port Blockades

Postby sXs » Wed Nov 08, 2017 8:07 pm

DezNutz wrote:
Feniks wrote:This is where strategy becomes a huge play. This is where Daniks "fog of war" comes into play.

CDV initiates a blockade. Under your proposal you do not know, did he initiate with 1 fleet or did he commit 400 fleets.
Not much you can do except maybe scour the post gossip boards to track his fleet movement port to port, Cast a spy report to see which fleets are travelling to which ports.

There is strategy and planning that needs to be done. In your scenario I could simply just keep throwing fleets at the blockade until I beat it. I could simply keep throwing 1 fleet at it until I beat it. CDV cant remove his fleets but I can. Instead of planning and strategy I simply use a bull run and repeat.


The initiator of the blockade can call it off when ever they want, thus removing all fleets. If I didn't write that down in my suggestion, my apologies.

To be fair a player could remove their fleets, but they wouldn't be able to rejoin the blockade. You would be creating a never ending unbeatable blockade of players just removing their fleets repairing them 100% and then re-adding them to the blockade. Blockades can't be unbeatable.


I agree, but 99% damage is sunk or stolen. Remove any of the others, but not the 99%. No repair. no return if 99% inflicted during blockade. That fleet is rendered useless to it's owner.
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Re: Port Blockades

Postby DezNutz » Wed Nov 08, 2017 8:14 pm

Feniks wrote:
DezNutz wrote:
Feniks wrote:This is where strategy becomes a huge play. This is where Daniks "fog of war" comes into play.

CDV initiates a blockade. Under your proposal you do not know, did he initiate with 1 fleet or did he commit 400 fleets.
Not much you can do except maybe scour the post gossip boards to track his fleet movement port to port, Cast a spy report to see which fleets are travelling to which ports.

There is strategy and planning that needs to be done. In your scenario I could simply just keep throwing fleets at the blockade until I beat it. I could simply keep throwing 1 fleet at it until I beat it. CDV cant remove his fleets but I can. Instead of planning and strategy I simply use a bull run and repeat.


The initiator of the blockade can call it off when ever they want, thus removing all fleets. If I didn't write that down in my suggestion, my apologies.

To be fair a player could remove their fleets, but they wouldn't be able to rejoin the blockade. You would be creating a never ending unbeatable blockade of players just removing their fleets repairing them 100% and then re-adding them to the blockade. Blockades can't be unbeatable.


I agree, but 99% damage is sunk or stolen. Remove any of the others, but not the 99%. No repair. no return if 99% inflicted during blockade. That fleet is rendered useless to it's owner.


There is no ship plunder or sink chance for blockade fleets. If the owner removes their fleet from the blockade, the amount of damage incurred doesn't matter, the fleet can't return. Otherwise, players who have partially damaged fleets will repair them to 100% and rejoin the blockade.
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