Merchant/Pirate discussion

Anything related to in-game diplomacy (and beyond) can be brought here.
Guild news and announcements, war declarations, recruitment, military service offerings, etc.

Flaming is expected here. If you are easily offended, avoid this thread all together.

Re: Voodoo/Plunder System Changes

Postby Padrevaters » Tue Jun 02, 2020 7:22 pm

I am ok with escalating things as you put it. What I don't like is selective targeting as xxpro has done in this case. The point is if someone attacks me, I will escalate it, never mind the costs as that is the gameplay. And if they intend to do so, and so on.

However, when a third person jumps into it, it becomes selective targeting at the same time. Allow it to be a two player game, not multiple players attacking one player. That is when a player feels targeted.
User avatar
Padrevaters
 
Posts: 63
Joined: Sun Apr 07, 2019 9:03 am

Re: Voodoo/Plunder System Changes

Postby Padrevaters » Tue Jun 02, 2020 7:24 pm

It does not matter what type of ships or voodoo you have. The game allows for multiple players to attack one player. You may argue that this is what enhances gameplay. I disagree wholly on that. It takes gameplay to the multiple players never offering the single player a chance to recoup his losses. And every encounter here results in the same targeting of one player. If the game has to thrive, this should not be the case.
User avatar
Padrevaters
 
Posts: 63
Joined: Sun Apr 07, 2019 9:03 am

Re: Voodoo/Plunder System Changes

Postby Meliva » Tue Jun 02, 2020 7:32 pm

The thing is mate, is that if your fleets are easy to plunder, any pirate or privateer, upon seeing you lit up, is gonna enjoy a share of the booty. Hell, I've even joined in raids before that I was not a part of.

Now, you might think that they all be ganging up on you. No, they just see an easy target, and decide to help themselves. Some will just take a bite or 2, while others will take as much as they can. Now, you can decide to hit them too, but then you go and realize you made yourself a bunch of enemies you could have avoided.

Again, my advice is to make it to where you don't become a target in the first place. Be a porcupine, and folks will look for a cow. Well unless all there is are porcupines, then they gotta look for the one with the least quills. But thankfully there will always by some folks who act as cows. Regardless both play styles work. One is more profitable but more risky, the other less profitable but safer.

Also, you can get folks to work with you to guard eachother. Trading guilds exist for a reason after all. So I disagree about forcing folks into only 1v1 situations. Especially since given that some folks are old vets and giants who would stomp anyone who ISN"T an old vet or giant. I mean, If I had to go 1v1 against Black Sparrow, or SHM, or Davinci, i'd probably just wave the old white flag right at the start. Only way I could guard against those blokes is with a whole bunch of friends on my side.

Back on topic, I will say that I don't think there be much of a problem with things. Like shadow said, it's pretty well balanced at the moment. Plantations is a bit broken I think though.
I'm a meanie head! Beware my Meanness :arr
User avatar
Meliva
Community Administrator
 
Posts: 6608
Joined: Mon Apr 04, 2016 12:53 am

Re: Voodoo/Plunder System Changes

Postby Shadowood » Tue Jun 02, 2020 7:35 pm

I suggest than...

THE PURGE

Twice a year, all players are given 3000 turns for 24 hours. All ships in hideouts are removed and must be fleeted. All players have 24 hours prior to event to prepare as best you can for the purge. After the purge is done, there will be 30 days of no FFJ or HN's only Skirmishes.
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: Voodoo/Plunder System Changes

Postby Meliva » Tue Jun 02, 2020 7:41 pm

Shadowood wrote:I suggest than...

THE PURGE

Twice a year, all players are given 3000 turns for 24 hours. All ships in hideouts are removed and must be fleeted. All players have 24 hours prior to event to prepare as best you can for the purge. After the purge is done, there will be 30 days of no FFJ or HN's only Skirmishes.


And just like that, I suddenly realized that I think I can do without the few SoTl in my marina :D.

In all seriousness, feel free to put that up as a suggestion if you be serious about it. Think you were joking, but hard to tell through text.

Personally, id be against it, but I be an old sea hag. I wouldn't last long in a purge :xx

But I shall speak here no longer. I have given my 2 cents :gc:. I do like the idea of mana, but I am a nerd when it comes to that sort of stuff. For the most part, I think things be fine as is.
I'm a meanie head! Beware my Meanness :arr
User avatar
Meliva
Community Administrator
 
Posts: 6608
Joined: Mon Apr 04, 2016 12:53 am

Re: Voodoo/Plunder System Changes

Postby Padrevaters » Tue Jun 02, 2020 7:44 pm

Meliva, so intent on attacking me and she missed the basics. Right from the first post, I am talking about the repeated targeting by another player in terms of timeline, by the other player while I focused on my response. As an admin, you fail in your responsibility to delete the word schmuck from my posts and yet intend to carry out your unwanted/ unheard of logic which appears to be logical to wolves. Give it a rest, so called admin.

Going by your logic, why do we even have LMMs in the game?!?
User avatar
Padrevaters
 
Posts: 63
Joined: Sun Apr 07, 2019 9:03 am

Re: Voodoo/Plunder System Changes

Postby xPROx » Tue Jun 02, 2020 7:49 pm

I can say this i was just hitting you on the board. Now if i was helping or ganging up on you. Trust me i dont stop with just 3 hn.
xPROx
 
Posts: 217
Joined: Thu Apr 27, 2017 5:05 pm

Re: Voodoo/Plunder System Changes

Postby Meliva » Tue Jun 02, 2020 7:57 pm

Mate, if you think simply disagreeing with you is attacking you, then the internet is not a place for you. Certainly not a game like this anyway.

Also, what word did you say that I need to delete? Sometimes things slip by, sad but true. If you broke a rule, by all means feel free to report yourself. I will do my duty if need be.

My logic is what works for me, and what I think works best. Some do not agree with me. Some run LMMS with Sotl escorts. Some just run plain LMMs like you. I think using flags is the best decision. If you wish to use LMMs, then use them. I however do not. I think they are too easy a target. Flags are strong, decent cargo, and not worth stealing. So I stand by them. I think they are the best merchant ship escort in the game.
I'm a meanie head! Beware my Meanness :arr
User avatar
Meliva
Community Administrator
 
Posts: 6608
Joined: Mon Apr 04, 2016 12:53 am

Re: Voodoo/Plunder System Changes

Postby Argo » Tue Jun 02, 2020 8:27 pm

Padrevaters wrote:I am ok with escalating things as you put it. What I don't like is selective targeting as xxpro has done in this case. The point is if someone attacks me, I will escalate it, never mind the costs as that is the gameplay. And if they intend to do so, and so on.

However, when a third person jumps into it, it becomes selective targeting at the same time. Allow it to be a two player game, not multiple players attacking one player. That is when a player feels targeted.


Does that mean if you are struggling to survive in a full scale attack, you wouldn't want an ally or guildie to step up alongside you???


***Also...

Does anyone know what the daily totals or averages are for pirates daily/weekly income is v merchants income?
I think it could show there is a great deal more money being made from trade than piracy on a day to day basis and the % loss overall would be minimal...
If I could see those figures I might better understand if all this need for 'protection' for merchies from all the bad, scary pirates is necessary or imagined.

You can be targeted on or off the water. You can defend that. You can be targeted with voodoo. You can learn to defend that as well.
You can also be targeted by players who run their own dirty, grubby agenda and who set out to deliberately hurt others...to me that's far more dangerous than a pirate out for a daily run....
Also a meanie-head
User avatar
Argo
 
Posts: 1394
Joined: Wed Nov 21, 2018 6:10 am

Re: Merchant/Pirate discussion

Postby Meliva » Tue Jun 02, 2020 8:36 pm

Split this off into it's own topic, since I did not wish to derail CJ's thread any further. My apologies to any comments that got swept away, But I did not feel like sorting through the topics and picking individually and potentially missing some. So I just split it from a point.
I'm a meanie head! Beware my Meanness :arr
User avatar
Meliva
Community Administrator
 
Posts: 6608
Joined: Mon Apr 04, 2016 12:53 am

PreviousNext

Return to Union of Honor