Stan Rogers wrote:How much of the first part needs to be built in order to get on to the 2nd part ?
1 (Map) and 2 (Locations) of Part 1 are prerequisites for anything else.
3 (Lots of Space) of Part 1 is not required for anything of the Part 2 as it is mainly how the acreage ownership will work.
Danik wrote:Regarding the 'property' proposals : I have no interest in them. Until nations get some level of safeguarding for their current assets then adding more to be put at risk makes no sense to me at all. We have enough deep holes to be throwing our diminishing piles of gold into never to be seen again : we dont need more.
What assets nations currently have that need safeguarding? Would you like to point out which are the deep holes?
Meliva wrote:Diplomacy and nation security needs to be worked on before adding more things to them that can put them at further risk. But I do like all the ideas, even the port building ones so long as nation security is revised and improved.
What do we need at diplomacy front and nation security? Can you point to 1 or 2 things that come to your mind?
Snowy McScruffy wrote:I think the whole thing is a wonderful Idea giving much to be built on later.
The wind in areas should be predisposed to certain directions like in real life.
The necessity to incorporate the wind is what mainly shaped the rest of the ideas. I would say that "wind" holds the key for unlocking the game warfare and not only this. I also have done some research even in wind names we could use. The wind will be an ever present piece of information that you will be able to find at:
-The port screen
-Information of every fleet
-Information of every battle
It should dictate much of the gameplay, in the future.
Dejanira wrote:A whole new danger system (maybe not even based on points... so completely to develop if I understand correctly).
Regarding the Danger system,there is no further insight. I am processing the whole concept myself as well. You are invited to participate in the process. Development wise, we cannot afford to remove it because it is connected to a lot of features, what will these features become?
Gameplay wise, again we cannot do much, like an upheaval. Mostly because the danger system has some specific pros that are needed by the style of game we have here.
This is why I am mostly thinking to remove the port to port rule and alongside it, we will remove the -1 danger on top of the hour rule. If we did this now, it would still work. Fleets would only gain and lose danger through warfare and cards, which is pretty much what already happens for most players. The only main difference would be that you wouldn't be able to wait the danger out. It's not a biggie though.
As for the additions, I am thinking that we could have some missions, like the Shipwreck Hunt for fleets. Here are two examples (pardon the ugly names):
Scan for Targets:This will allow for scanning over a broad period. It will cost a bit more in time and probably it will have a penalty in danger earned. The fleet will patrol at the designated area till the suitable target (options will be provided for broad or specific targeting) is found. Once found, a battle will be done, regardless if you are around. Then the fleet will return to the set spot (configurable).
Wait for Targets:This will allow for attacks at a specific point of the map. This will have no time overhead (as no patrol will be needed). This will mainly by useful as you will be able to recall your fleet and use it within seconds, in contrary with the Scan for targets mission, which will require 1 or 2 hours to return after you recall it (or after it engages a target). However, target selection and how the system will work, should be identical. We will mainly provide different functionality in terms of fleet availability while we can also experiment with different danger penalties for the aggressor.
From there after, there are a gazillion of ideas on how to tailor it. Here are some points of interest:
-Such attacks will not be skirmish. They will be plunders.
-Target spotting might add danger points to fleets founds.
-Target assault could be possible only after a set number of danger points has been accumulated.
-Or master's (the ship captain) experience could play a role here. Whether we speak about the fleet that attacks or defends.
-Wind would play marvelously here, ship speeds, etc. Let's not forget for how long we want to simulate chasing.
The primary objective is to choose a model that facilitates all sorts of gameplay players. I think that Skirmish system has proved that this is viable. We just need to find the right way to implement it.
In the same time, we need to think of countermeasures for every offensive action we design. However, the system above is balanced by design as you cannot attack an unlimited number of targets with the same fleet. This is where owning multiple warfare fleets will start (at last) to play the role that needs to play.