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  #1  
Old 09-16-2009, 10:47 AM
Join Date: Jan 2008
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Default PvP~Missions

Just a thought.
What about players being able to do pvp missions, whats that mean?

Players that are flipping a port have "every hour or so" the ability to run a mission such as escorting a ship into port in an instance of course. This instance would have the ability of the opposing nation to fleet 1 to 3 ships to stop the attacking player or players to successfully escort the ship in.

Of course this will help the flip and it adds a 3rd fun way to flip a port. Blockading is great, hitting 12packs is fun, but a pvp~mission to help a port flip would be a great add.
-Cannonball Apollo
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  #2  
Old 09-16-2009, 09:20 PM
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Crossteaming would ruin this. Fill up the 3 enemy slots with your friends and you are successful 100% of the time.
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  #3  
Old 09-17-2009, 02:29 AM
Toshiro
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Hmm spinnaker sam do you remember the old Harbour Instances from long ago CB?

I am feeling the tendrils of an idea forming, Ok typing this as I think of it so its going to be full of cracks and exploits but...

How about reintroducing the harbour instances in ports being flipped...

instance is PvP enabled
Once an attacker enters the instance NPC ships start to spawn at a point 2000 yrds from the dock and sail in, each NPC ship that sucessfully gets to the dock generates unrest, each one that sinks reduces unrest.

defender NPC's should spawn at the dock maybe 1 ship every 1 min constantly, if they are not sunk they build up a bigger and bigger fleet to a max of 25?

Defending player ships must enter the instance and stop the 'landing' ships, all the while fighting off any attackers acting as guards or kill all the attacking players to stop the flow of NPC's.

Make this instance support upto 12 players from each side and never lock so that it can constantly be entered and reinforced from inside the port.

so much like that dread saint daily but with unrest and pvp...

Hmm could also add extra objectives every x number of landing ships sucessfull adds x number of avcom npc allies in the pb fort and town instances

stop x number and the defenders get more npc's in towns and fort or stronger ones...
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  #4  
Old 09-17-2009, 06:16 AM
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That is an interesting concept and of course the numbers would have to be changed since 2000 yards is a long time to wait for an NPC ship and 1 minute spawns are too long since 12 players could sink any ship in much less time. It easily exploited by crossteaming. 24 friends could control the instance easily no matter which side they want to win. I imagine having multiple instances would mitigate this since if an instance is filled a new one could be created. I imagine your concept would reward some kind of unrest points? If so it would be farmable by crossteaming.
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  #5  
Old 09-17-2009, 01:02 PM
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Quote:
Originally Posted by Spinnaker Sam View Post
Crossteaming would ruin this. Fill up the 3 enemy slots with your friends and you are successful 100% of the time.
Is that all you say.Well guess what else Crossteamers would ruin but cant because you can get banned for,PVP,PBs,Grinding,Missions,Giveing out info to the other nation, etc.
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Originally Posted by brendonoid View Post
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  #6  
Old 09-17-2009, 01:04 PM
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Quote:
Originally Posted by Lone Ghost View Post
Is that all you say.Well guess what else Crossteamers would ruin but cant because you can get banned for,PVP,PBs,Grinding,Missions,Giveing out info to the other nation, etc.
Your right, but the problem with any of that is the..."Screenie or it didn't happen" attitude. :P
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  #7  
Old 09-18-2009, 05:57 AM
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Quote:
Originally Posted by Lone Ghost View Post
Is that all you say.Well guess what else Crossteamers would ruin but cant because you can get banned for,PVP,PBs,Grinding,Missions,Giveing out info to the other nation, etc.
If the instance is filled up with friends crosstreaming who is around to report it? Since the reporting person was not inside the instance how would they know what went on? I am not saying that something shouldn't be done because of crossteamers, only that it has to be considered when developing something. That it will happen and it won't get reported and it can have a negative impact on some aspect of the game.
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  #8  
Old 09-18-2009, 08:12 AM
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And I can go to a bank and rob it with a squirt gun, we got it, bad things can happen when people chose to do bad things....
Its easy to naysay every idea, BUT if that were the case this game would of never left the ground with that mentality.
There are some holes in these mechincs but not fatal ones.
Remember this would be a third option to help flipping a port "not including drops" so cross teaming is not a factor. actually this would help the counter of cross teaming, making it more effective TO flip ports should the nation wish to do so.
Great idea Tosh I wasn't aware there was this in beta.
-Cannonball Apollo
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  #9  
Old 09-18-2009, 08:34 AM
Toshiro
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Quote:
Originally Posted by Spinnaker Sam View Post
That is an interesting concept and of course the numbers would have to be changed since 2000 yards is a long time to wait for an NPC ship and 1 minute spawns are too long since 12 players could sink any ship in much less time. It easily exploited by crossteaming. 24 friends could control the instance easily no matter which side they want to win. I imagine having multiple instances would mitigate this since if an instance is filled a new one could be created. I imagine your concept would reward some kind of unrest points? If so it would be farmable by crossteaming.
TBH this is not really a problem, with the present populations trying to get 12 people in the same place to flip 1 port is a mission its self trying to get 24??? hell we cant even get 24 in a pb

And trying to get 24 crossteaming friends online together to while another group pvp's and a 3 rd group fleet grinds...so we are looking at

24 xteamers (or 12 dual booting x teamers) + 6 to control pvp zone and possibly another 6 to fleet grind and or 6 blockade...

So to be a viable exploit we need what? a minimum of say 18 co-ordinated 12 of whom must be xteamers/dual booters, and NO opposition. If any opposition turns up then ...............

no I think we can pretty much rule out any x-teamer exploiting due to the large numbers required
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  #10  
Old 09-18-2009, 09:59 PM
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Default

That is short-sighted thinking. What happens when the game's population starts getting larger and it becomes an easy thing to get large number of people involved in flipping a port? A system that is great for small populations can lead to devastating consquences with a larger group of customers.
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