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The Big Wide Ocean
Posted: Fri Feb 25, 2005 2:45 am
by Reaves
I assume there will also be AI to help ballance things out. Many factors would determine how many ships are available though. I wouldn't expect much AI or PC support if a port that has no resources. Assuming production will be based on resources which are linked to merchant convoys, blockade a port and attack all convoys to weaken it to lower defensive capabilities.
-There is a plan, I just don't know what it is =)
The Big Wide Ocean
Posted: Sat Feb 26, 2005 4:18 am
by Kaje
Of course, we all know how much the help of an AI can be...
The Big Wide Ocean
Posted: Tue Mar 29, 2005 10:41 am
by Kadreal
I was thinking of a cool "gametype" per say if they do beta test a big wide no ports map. Basicly each nation would start with convoys of refuel repair ships crusing around with a light DD escort. So if you needed a repair or fuel you'd hafta head to one of your convoys. They's alway be visible no matter the distance to friendlies, and high ranking members can even change their heading. The enemy team could destory or even capture (board) the tanker ships. If your side loses all your tanks, refueling and repairing is no longer an option... unless you go and capture an enemy tanker

. Last nation with ships alive win!
The Big Wide Ocean
Posted: Tue Mar 29, 2005 10:42 am
by Kadreal
Double Post due to network issues. -REMOVED-
The Big Wide Ocean
Posted: Wed Mar 30, 2005 7:48 am
by Kaje
'Course the tankers would have to have no weapons, otherwise there'd be an incentive to attack them, then we'd run out of tankers, and then...

(
I hope they have many games running at once, exe one port game, one tanker game...
The Big Wide Ocean
Posted: Thu Mar 31, 2005 5:07 am
by Maxim
Tankers might or might not have weapons on them, but there is always an incentive to sink them anyway.
Tankers- fuel.
Merchants- ammo and repairs.
Oilers- ammo, fuel, and repairs
The Big Wide Ocean
Posted: Thu Mar 31, 2005 7:45 am
by Kaje
I would think there'd be an incentive NOT to attack them, in order to keep from the issue above (running out or tankers (tankers meaning tankers, merchants, and oilers) and thus ending the game). This would bring in an interesting tactic of hiding behind them to caution the enemy from hitting the tankers while still being threatening by the hiding ship.
It would also be kind of hard to get up close to and board something with guns blazing.
The Big Wide Ocean
Posted: Thu Mar 31, 2005 11:08 am
by Kadreal
I'm thinking that the Merchants themselves will have no guns. The craft escorting the Merchants Will have guns. So you sink those and then capture the merchants if you wish for another sort of mobile resupply fleet for your faction. Of course if the escort looks too tough to handle, you could always try and sink the merchant ships instead to deny the enemy faction of their refueling ships.
If the population of this "Ocean" proves to be too small to allow for escorts and attackers at the same time (or if no one wants to escort) we could have each merhant floatilla have an AI escort of one DE and 2 patrol boats so it doesn't turn into a game of capture the undefended merchantships.
The Big Wide Ocean
Posted: Thu Mar 31, 2005 4:48 pm
by Kaje
Actaully I think that'd be fun, having 5-ish people per team and trying to figure out whos gunna defend, whos gunna attack, etc. If noone wants to defend, either you take turns or you lose your merchant. OR since you have all five people attacking you slaughter the enemy and capture their merchant and win.
Again just stating I hope they have more than one battle going on at a time... perhaps like Artifact or s'm (wow I haven't played that in forever... any1 else here ever heard of it?) where you have a "game scheduale," and if you have an hour you join a game just starting but you try not to screw up the balance of running ones by joining them.
The Big Wide Ocean
Posted: Sun Jul 24, 2005 6:29 am
by yury455
any updates on MP the forms have been quite dead m8's!