Armada - nation wars

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Re: Armada - nation wars

Postby The Lamb » Thu May 21, 2020 5:06 pm

i humbly disagree sire, i feel a nation wouldnt need a port to do a blockade, but historically the the Mongolians weren't known for their naval strength IRL cause they had no ports, or trees, or ...well they mostly had sand, and sheep. :D
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Re: Armada - nation wars

Postby Mack » Thu May 21, 2020 6:32 pm

idk could hide in a remote part of some nation quietly building your armada
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Re: Armada - nation wars

Postby sXs » Thu May 21, 2020 7:36 pm

**Moved to Suggestion thread*
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Re: Armada - nation wars

Postby DezNutz » Thu May 21, 2020 9:09 pm

I disagree with moving this back to suggestions. This is an idea and far from a complete suggestion.

Suggestions should be a relatively complete design. If the expectation is for the developer to build out your idea into a working feature, you will find that development will move extremely slow or it will never be developed.

However, since this is getting some positive feedback, I have some questions.

How many fleets make up an Armada?

What determines the order of battle?

Who controls the armada?

Can you define the higher sink chances? Sink chance is based on the number of ships a player owns, if the Armada is owned by the nation, what determines the sink chance?

What do you mean by commandeering chance? Do you mean ship plunder based on GC on hand? As the armada is nation owned, is there an on hand treasury for the armada? What funds this treasury?

Can you define the tactics?

What happens when a ship is "commandeered" or sunk during battle? Are the those ships in limbo until the end of the battle?
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Re: Armada - nation wars

Postby sXs » Thu May 21, 2020 10:35 pm

DezNutz wrote:I disagree with moving this back to suggestions. This is an idea and far from a complete suggestion.

Suggestions should be a relatively complete design. If the expectation is for the developer to build out your idea into a working feature, you will find that development will move extremely slow or it will never be developed.

However, since this is getting some positive feedback, I have some questions.

How many fleets make up an Armada?

What determines the order of battle?

Who controls the armada?

Can you define the higher sink chances? Sink chance is based on the number of ships a player owns, if the Armada is owned by the nation, what determines the sink chance?

What do you mean by commandeering chance? Do you mean ship plunder based on GC on hand? As the armada is nation owned, is there an on hand treasury for the armada? What funds this treasury?

Can you define the tactics?

What happens when a ship is "commandeered" or sunk during battle? Are the those ships in limbo until the end of the battle?


Moved based on support, but I do see your point.
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Re: Armada - nation wars

Postby DezNutz » Fri May 22, 2020 5:19 pm

Follow-up question to my above questions.

As the armada is controlled by the nation, who takes ownership of a plundered ship?
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Re: Armada - nation wars

Postby Sir Henry Morgan » Fri May 22, 2020 5:50 pm

These are all good questions:

Here are some concepts to ponder - these are not "suggestions" per say, or the way to do it - it is one way to do it. My hope it will help flesh out ideas to make this a possibility.

My hope if you see something that won't work, or won't work well, you don't just slam it, but you can suggest another idea or two that might help this move forward.

That said, here's some ideas:

#1) An armada will operate as a single fleet. Instead of a limit of five ships, it would have no limit.
#2) Armadas fight other Armadas.
Think of it as two fleets line up, and go at it.
#3) The Armada is assigned a commander by the rightful king just as he can governors.
#4) Ships are commissioned by the council and vote. These can be ships owned by anyone.
#5) Once a ship is in an Armada, it can only be removed from the Armada if it sunk, captured, or de-commissioned.
A) If sunk, it can be found thru shipwreck hunting only by players.
B) If de-commissioned, it is sold to shipwrights for 50% of its value, with coin going to treasury.
C) A formula can be put together for capturing ships not unlike what is done now. (This would require building an Armada battle formula - A very deep idea, with variations that are based on current battle parameters - where GC is payed as bounty, a ship is captured. - but that is for another post - just think mega battle vs our current battle).

#6) Maintenance costs and cannonswould be double, all coming from the treasury. If the treasury does not have the funds to pay, the commander will lose crew and cannon. Once a ship loses all it's crew, the ship is automatically de-commissioned, and funds moved to treasury.

#6) Crews would be easily attained, but expensive to keep - Shanghai'd or enscripted, etc.

That's a start, I was just free thinking, so like all things free, that maybe what it's worth.. .
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Re: Armada - nation wars

Postby The Lamb » Fri May 22, 2020 6:22 pm

Sir Henry Morgan wrote:......
#6) Maintenance costs and cannonswould be double, all coming from the treasury. If the treasury does not have the funds to pay, the commander will lose crew and cannon. Once a ship loses all it's crew, the ship is automatically de-commissioned, and funds moved to treasury.
......

That's a start, I was just free thinking, so like all things free, that maybe what it's worth.. .


This fixes the problem I saw with any and all nations having an armada vrs. only port nations. The treasury would need to support the armada, not enough treasury then thats that... I like it, might i add " de-commissioned and sold to ship wright, and funds moved to treasury"
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Re: Armada - nation wars

Postby Axy » Sat May 23, 2020 10:20 am

Deznuts:
1- Sir Morgan's idea of setting actual players to have the command of the armada seems pretty interesting, but there should still be a limit of ships per number of people commanding it. Maybe it could be like: first gives 20 ships, following only gives 15, next more 10 etc. These players should be paid by the nation (perhaps requiring a certain level inside the nation, ex: only nobility)
2- the tactic used would. The battles cant be like the regular plunders, or else it would be better to just plunder. So, if the tactic was two columns that open one to the right one to the left whenever there was range of fire there would be fire. Nothing too complex, though.
3- the players assigned. Players would probably be a better choice than just npc, although these players won't choose those many things. Only the tactic to use and perhaps a counter-tactic, to make it harder to play (only one or two available, from the many that should be created (and there you just have to get real tactics and don't bother too much about it)).
4- in RL most times ships just gave up, so, sink chances shouldn't be that high. Perhaps decrease with the level of the iron scantling and copper plating.
5- by commandeering I mean taking ships. perhaps the faster the ship + the amount of crew to survive is the lower it is the chance. I don't know if the regular treasury thing would be a good option, but, in case nothing else comes up just take it (in that case it would be the treasury of the country to pay, I guess).
6- Yes! That would be one of the best things about it!
7- during battles ships are sunk and crews give up. They just stop fighting but should keep on the battlefield until the fight ends (in case that makes any difference). Ships sunk need shipwreck hunt to be retrieved, ships commandeered I don't know - any ideas?
8- it should be voted inside the nation.

Sir Henry Morgan:
I don't see the need for your 5 point. I think it wouldn't be a good idea, as ships are given by players - they should be able to get them back after the fighting ends.
About the crews, it would be interesting to add marines - and have them killed.
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