PvP/PvE/Battles

Any game related discussion can take place here. Examples: Discuss about how bad the merchant rates have been lately, how rich you have became by following this specific strategy which now needs to stop etc etc

PvP/PvE/Battles

Postby Captain Jack » Fri Sep 14, 2018 8:46 am

Greetings everyone,

We enter an era where most of our efforts will be directed to improve the PvP (Player vs Player) and PvE (Player vs Environment) aspects of the game
This discussion thread will provide an overview of what we want to accomplish, what you should expect and as an index of current ideas.

First, we want to increase the overall engagement of all players in battles. This will ultimately signal some changes to the way battles are carried right now. Since we do not want radical changes, there will be mostly addons rules and not an upheaval.

We want to create the prerequisites that will allow everyone to participate in every day battles.

This will be a tough time ahead. It won't be as hard as plantations though, so we can do it. We will require your contribution.

I will start by posting new topics where needed and link them here.
Then a list of existing ideas will follow.
User avatar
Captain Jack
Project Coordinator
 
Posts: 4042
Joined: Tue Feb 08, 2011 1:12 am
Location: Pania

Re: PvP/PvE/Battles

Postby Captain Jack » Fri Sep 14, 2018 8:46 am

The first ideas have been posted. More will follow.

Feel free to start commenting based on what is on the table right now.
Admirals - A way to control fleets in battle.
Captains - A way to control ships in battle.
Crew - Crew role is upgraded.
Repairing Damages - Managing damages will become more sophisticated.
Skirmish/Plunder differences - Ensuring the wealth of strategic options for each case.
Battles - One attack rule - Improving how battles currently work.
User avatar
Captain Jack
Project Coordinator
 
Posts: 4042
Joined: Tue Feb 08, 2011 1:12 am
Location: Pania

Re: PvP/PvE/Battles

Postby Captain Jack » Fri Sep 14, 2018 8:48 am

-Reserved-
User avatar
Captain Jack
Project Coordinator
 
Posts: 4042
Joined: Tue Feb 08, 2011 1:12 am
Location: Pania

Re: PvP/PvE/Battles

Postby Captain Jack » Fri Sep 14, 2018 8:49 am

-Reserved-
User avatar
Captain Jack
Project Coordinator
 
Posts: 4042
Joined: Tue Feb 08, 2011 1:12 am
Location: Pania

Re: PvP/PvE/Battles

Postby Dejanira » Fri Sep 14, 2018 12:09 pm

I'd like to have a little more interaction in battles than just setting the fifth ship. More or less the way of a few old suggestions about "line of battles" (suggested by Thalius) and/or "battles order" (suggested by Maha). Possibly with enough brainstornming, these two suggestions may give new life to battles I think.

viewtopic.php?f=5&t=3965

viewtopic.php?f=4&t=3659

There might be another option in case: to include turn based sea battles also. Only when by chance happens that the two opponent are both online.
Like the old Avalon Hill boardgame Wooden Ships & Iron Men (just an example, there are many other).
Stay tuned on Radio Image Bermuda!
.
Are you a new player? Contact me in game and I'll cast a helping voodoo. Consider this like a sort of "tutorial mission".
User avatar
Dejanira
 
Posts: 956
Joined: Sun Apr 05, 2015 12:17 pm

Re: PvP/PvE/Battles

Postby William one eye » Fri Sep 14, 2018 12:52 pm

For pvp

Proximity battles.

A more detailed opt in combat system, that I believe will not interfere with normal gameplay. Battles would be more strategy based than how much voodoo you can sling or fast you can cycle tabs and plunder screens. Could even lead to capture the flag style play with add ons. Nornal combat would still exist and take priority over an optional proximity battle.

viewtopic.php?f=4&t=4174&hilit=proximity+battles
Image
User avatar
William one eye
 
Posts: 1616
Joined: Wed Apr 20, 2016 2:33 pm

Re: PvP/PvE/Battles

Postby Shadowood » Fri Sep 14, 2018 2:36 pm

So the two for me would be Flagship of course, but then work more on some big PvE. I feel there are some that just don't like to engage in PvP, which is fine, but if they had a fun PvE (semi-safe) experience, this would get more ships out on the water.

1. Flagship
2. Guild Based Raids on NPC Boss ( viewtopic.php?f=4&t=2997 )

Finally, yes, a guild reward system/bank like currently talks suggest. These could help tie in Ship Specialization, but from a Guilds prospective not the individual. viewtopic.php?f=4&t=3802
I don't fear death. I look forward to it with great anticipation. For then I will met God face to face and let him know that I stole his Man of War!!!
User avatar
Shadowood
Fantasy Draft Deity
 
Posts: 4080
Joined: Mon Feb 08, 2016 5:40 am

Re: PvP/PvE/Battles

Postby Captain Jack » Sat Sep 22, 2018 11:03 am

2nd post has been updated with the existing ideas.

More will follow. I will let you know when we are close to a final shape of the ideas.
User avatar
Captain Jack
Project Coordinator
 
Posts: 4042
Joined: Tue Feb 08, 2011 1:12 am
Location: Pania

Re: PvP/PvE/Battles

Postby Admiral Nelson » Sat Sep 22, 2018 11:44 am

Captain Jack wrote:The first ideas have been posted. More will follow.

Feel free to start commenting based on what is on the table right now.
Admirals - A way to control fleets in battle.
Captains - A way to control ships in battle.
Crew - Crew role is upgraded.
Repairing Damages - Managing damages will become more sophisticated.
Skirmish/Plunder differences - Ensuring the wealth of strategic options for each case.
Battles - One attack rule - Improving how battles currently work.


I would be interested to know Jack, would these be like the 'Remember this fleet' option?

So basically you remember a fleet, then rememeber the type of the attack?
User avatar
Admiral Nelson
 
Posts: 2370
Joined: Sat Mar 12, 2016 7:48 am

Re: PvP/PvE/Battles

Postby Captain Jack » Sat Sep 22, 2018 12:20 pm

I do not understand.
User avatar
Captain Jack
Project Coordinator
 
Posts: 4042
Joined: Tue Feb 08, 2011 1:12 am
Location: Pania

Next

Return to General Discussion

cron