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  #1  
Old 04-02-2012, 05:18 PM
Join Date: Dec 2010
Server: Antigua
Nation: Spain
 
Default Governorship and It's Affect on RvR

Problem - So you’re sitting outside a port flipping it. You have 1000 points and then it drops to zero during the middle of the hour. Only one thing happened, the Governor dropped it by one thousand points. The problem is why in god’s name the governor can drop 1000 unrest points for a total of 10000 doubloons per hour. My problem is that this mechanic is too cheap for such a great drop on the unrest.

Solution – There needs to be something more to increase the penalty for using this mechanic. Either you pay up, or you let it get flipped. So, there are three things that you could do which would make me happy either way, you could either:
• Exponentially increase the cost to drop the unrest on the port, i.e. warehouses.
• 250,000 doubloons per 250 unrest drop.
• The cost would increase the higher the unrest gets. For example, dropping the unrest when it’s at 0-1000 points would only be 25000 each, but if you try to drop it at 4001-5000, it would be 250000, and eventually it would be at 1000000 for each drop at 9001-10000. (Drops are 250 each, not 1000 each!)

/discuss
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  #2  
Old 04-02-2012, 05:32 PM
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Server: BB, TIGGY
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Default

or make the governer pvp flagged in the port so you can go in and kill him :P
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  #3  
Old 04-02-2012, 06:58 PM
Join Date: Sep 2010
Server: Antigua
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Default

Quote:
Originally Posted by John Blackhard View Post
Problem - So you’re sitting outside a port flipping it. You have 1000 points and then it drops to zero during the middle of the hour. Only one thing happened, the Governor dropped it by one thousand points. The problem is why in god’s name the governor can drop 1000 unrest points for a total of 10000 doubloons per hour. My problem is that this mechanic is too cheap for such a great drop on the unrest.

Solution – There needs to be something more to increase the penalty for using this mechanic. Either you pay up, or you let it get flipped. So, there are three things that you could do which would make me happy either way, you could either:
• Exponentially increase the cost to drop the unrest on the port, i.e. warehouses.
• 250,000 doubloons per 250 unrest drop.
• The cost would increase the higher the unrest gets. For example, dropping the unrest when it’s at 0-1000 points would only be 25000 each, but if you try to drop it at 4001-5000, it would be 250000, and eventually it would be at 1000000 for each drop at 9001-10000. (Drops are 250 each, not 1000 each!)

/discuss
I dont know about you mate but the key ports that are normally defended this way at norm require a couple 100k to maintain, let alone the couple mill of influence, for example st. johns, that is required to capture the port which if weighed out in its cost in gold would be millions. sorry but governors have enough of a money drain, stop raging because you don't like gov.s and get over it
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  #4  
Old 04-02-2012, 08:03 PM
Join Date: Dec 2010
Server: Antigua
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Default

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Originally Posted by scopeshot2010 View Post
I dont know about you mate but the key ports that are normally defended this way at norm require a couple 100k to maintain, let alone the couple mill of influence, for example st. johns, that is required to capture the port which if weighed out in its cost in gold would be millions. sorry but governors have enough of a money drain, stop raging because you don't like gov.s and get over it
That governor drain is why ports like Matthew Town, Havana, Guanica, etc. have over 5 million in their treasures at almost all times?
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  #5  
Old 04-03-2012, 03:47 AM
Join Date: Mar 2011
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Default

Quote:
Originally Posted by John Blackhard View Post
That governor drain is why ports like Matthew Town, Havana, Guanica, etc. have over 5 million in their treasures at almost all times?
Those are the exception. Most ports bleed money.
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  #6  
Old 04-03-2012, 04:11 AM
Join Date: Dec 2010
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Quote:
Originally Posted by Aristocrates View Post
Those are the exception. Most ports bleed money.
So 10000 doubloons to drop the unrest by 1k will kill the treasury of any other port with actual econ?
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  #7  
Old 04-03-2012, 04:33 AM
Join Date: Mar 2011
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Default

Quote:
Originally Posted by John Blackhard View Post
So 10000 doubloons to drop the unrest by 1k will kill the treasury of any other port with actual econ?
Ideally it shouldn't, but then again that's the good thing about it being only 10000.

And many ports have no actual econ.
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"Nous cherchons tous le bonheur, mais sans savoir où, comme les ivrognes qui cherchent leur maison, sachant confusément qu'ils en ont une." - Voltaire
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Slingshot of David is much more better.
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Under capitalism, man exploits man. Under communism, it's just the opposite.
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I'm crazy.
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  #8  
Old 04-03-2012, 05:47 AM
Join Date: Dec 2010
Server: Antigua
Society: Acadian Squadron (ex IV)
Nation: France
Career: Privateer
 
Thumbs down

not signed.

Most ports have no income at all and actually cost money (lots) to upkeep.
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  #9  
Old 04-05-2012, 10:43 AM
Join Date: Feb 2012
Server: Tiqqy
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Nation: X-Teaming 3
Career: Nerfed Priv
 
Default

If your too lazy to flip a port properly dont start
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  #10  
Old 04-05-2012, 11:09 AM
Join Date: Nov 2010
Server: Roberts
Society: Hans Majestäts Kaparflotta
Nation: France
Career: Privateer
 
Default

I'm inclined to agree with John, but yet I won't. Because under ideal circumstances, gov unrest drop isn't that powerful.

Ideally a flip should be carried out with at least 3 groups, and not all of those are meant to PvP. 1 fights the opposition, 1 fleets, 1 blockades. Blockading gives you about 2-3k unrest points (can't remember the exact figure). We can disregard econ drops, because they will meet each other up and are cancelled out. Blockaders will be nullified by patrolers, to which pewpew must commence. This leaves the attackers without a steady increase of unrest, making gov drop too powerful, since a battle on the OS usually reaches 20 minutes or more. The points you get for sinking all foes is nowhere near that of port blockading. But two groups engaged in PvP that wins will compensate for that unrest loss from blockading, and are even more rewarding. Because in order to flip something, you should have won on the OS.

But we usually don't see 3 groups vs. 3 in RvR anymore (at least not on Roberts). You're lucky if you get two groups engaged. This makes flipping entirely dependant on:
1. Econ drops (nerfed due to intradeability)
2. Blockading
3. Fleeting

Fleet spawns determines the speed of a port flip these days. Some ports are just not gonna see enough of them for you to reach the golden unrest-dps to counter gov drop, because they are so random.
We must also consider that the defender will be an econ-character, and that the governor-toon is equipped with a unrest bundle line already present at the port. It is however flawed that RvR grants points to characters with an econ setup, who will have a headstart getting into port battles, where warrior focused toons would be preferred.

I'd rather see fleets spawn as an "event" from flipping a port, guaranteeing their spawn after a set amount of time (heck, make them NPC's hostile to enemy players even), rather than an increase in cost for gov unrest drops. In an ideal world, gov unrest is needed to slow down the attackers for the defenders to reach the port before it's flipped. As it works today though, it's just a tedious time-sink when the port contest is already over, and the defenders beaten.
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