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  #21  
Old 03-16-2008, 07:25 PM
Johann
 
Join Date: Jan 2008
 
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Originally Posted by Larhten View Post
Port Flip being unstoppable or unable to be slowed. Despite 3-4 PvP groups showing up to defend.

Thats not broken to you?

Oh wait you dont have this problem with NPC spawns....
Ever been to Portobello, Maracaibo, Caracas (to lesser extent, some convoys just scratch 40 miles range before increasing the range again)?

You, the British have been using this problem just as much as we have it. You're peeved (correctly so) because you have this problem around your main port of St. Johns and hopefully this problem will be solved for all with the patch on tuesday.

On the other hand we cannot just leave your main economic areas alone until a patch rolls up. To do so would probably be our death.
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  #22  
Old 03-16-2008, 07:29 PM
Larhten
 
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Originally Posted by Johann View Post
Ever been to Portobello, Maracaibo, Caracas (to lesser extent, some convoys just scratch 40 miles range before increasing the range again)?

You, the British have been using this problem just as much as we have it. You're peeved (correctly so) because you have this problem around your main port of St. Johns and hopefully this problem will be solved for all with the patch on tuesday.

On the other hand we cannot just leave your main economic areas alone until a patch rolls up. To do so would probably be our death.
We arent talking about lack of NPC's

Its the lack of ability to kill those killing the NPC's because its straight from one battle to the other.

Alls we want is a delay between one battle and the next.
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British leader: Not sure, probably Tikky as they lost.
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  #23  
Old 03-16-2008, 07:31 PM
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Originally Posted by Johann View Post

The thing is that if one nation has a good SoL team, and the British do, they can prevent any town from being flipped by simply showing up if you change the rules too much. 6 people that are very very good can stop a whole nation by going from on pvp battle to the next slowly killing off every attacker. If they die, no problem so long as they have a positive kill/death ration. As for respawning: they just go the the closest of their ports, which is normally less than 20 miles away, for the attacker it might just be 200 miles. Rigs? have enough in your hold in case you die, they don't die when you do. The rest of the nation doesn't even have to take part. I'll even break ranks and say this openly: the British on Roberts have probably the best 8 or 10 SoL drivers on the server. We have yet to beat them in line combat on equal terms. Does this mean we should never be able to flip a port while they are online? This current system allows us to avoid them and still achieve our goal. The problem is that we also avoid everybody else while we are at it.

This goes double for privateers and freetraders when a 5 or 6 SoL group shows up. We would them be only good as pirate pvp *****es or glorified haulers. I know that people believe that the game should be NO centric, but I would like for groups to be able to have two or more players who are not NOs and still be viable against a group of SoLs, though I know I am dreaming in technicolour.
Problem with this statement is that a battle with a SOL group can easily be run from. I would like it set so that there was a certain amount of time between npc battles where players had to risk being attacked by players. If you brought fast ships, you could easily run from SOLs, so you wouldnt be at risk. We would then need to counter that with fast ships, and so best SOL drivers on server wouldnt be an issue.
Problem with this idea is the griefing slow groups with cutters tactic, dont have a solution for that myself tho.
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  #24  
Old 03-16-2008, 07:32 PM
Johann
 
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Originally Posted by Larhten View Post
We arent talking about lack of NPC's

Its the lack of ability to kill those killing the NPC's because its straight from one battle to the other.

Alls we want is a delay between one battle and the next.
Which would bring up the problem that you only need one 6 man group to stop a whole nation flipping a port. Pick the 6 best members of that nation and fit them out with blue rigs and the best outfittings. Since you can no longer avoid that group they will be able to attack each group that is grinding up contention in turn. To combat this the other nation has to do the same. This turns the RvR into a fight between 12 players. All of the NO and most certainly almost all in SoLs. Fun fun for the rest of the players, don't you think?

I would prefer to do what we do now, tag your groups with cutters, have that cutter run away and use that time to go from one battle to the next, at least I will have a role in that as a privateer (though I have yet to own a cutter, I hate those things).
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  #25  
Old 03-16-2008, 07:34 PM
keline
 
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Quote:
Originally Posted by Johann View Post
Which would bring up the problem that you only need one 6 man group to stop a whole nation flipping a port. Pick the 6 best members of that nation and fit them out with blue rigs and the best outfittings. Since you can no longer avoid that group they will be able to attack each group that is grinding up contention in turn. To combat this the other nation has to do the same. This turns the RvR into a fight between 12 players. All of the NO and most certainly almost all in SoLs. Fun fun for the rest of the players, don't you think?
You could still bring out your cutters if we brought all SOLs

and seriously, if you can't sink the fleet defending a port, should you be allowed to flip it? Not in my opinion.
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  #26  
Old 03-16-2008, 07:34 PM
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If you had two groups, johann, you could occupy the SOL group with one and hit the npcs with the other. This would mean we'd need as many groups as you have to stop the flip.
To me, this makes sense - if you field as many groups as the nation trying to flip your port, you should have a decent chance of stopping them.
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  #27  
Old 03-16-2008, 07:34 PM
Johann
 
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Originally Posted by stokes234 View Post
Problem with this statement is that a battle with a SOL group can easily be run from. I would like it set so that there was a certain amount of time between npc battles where players had to risk being attacked by players. If you brought fast ships, you could easily run from SOLs, so you wouldnt be at risk. We would then need to counter that with fast ships, and so best SOL drivers on server wouldnt be an issue.
Problem with this idea is the griefing slow groups with cutters tactic, dont have a solution for that myself tho.
Currently I have two words for you: "SoL Bombing".
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  #28  
Old 03-16-2008, 07:36 PM
keline
 
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You have to be a big noob if you get SoL bombed in a 4.0+ acceleration ship.
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  #29  
Old 03-16-2008, 07:38 PM
Johann
 
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Originally Posted by keline View Post
You have to be a big noob if you get SoL bombed in a 4.0+ acceleration ship.
It happens, though the 1.2 patch will make it impossible. Thankfully, players in cutters will still be useful to get rid of the godawful sol groups.

In fact we lost one today to being SoL bombed. ****, as they say, happens.
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  #30  
Old 03-16-2008, 07:40 PM
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I had 5 heavy ships spawn in 200 yards off my triton today. Got away after taking a couple hundred damage to armour and sails. By heavy ships i mean a couple of sols, oliphant mastercraft, heavy deliv, cant remember the 5th.
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