The idea of the points system was to promote fairer naval battles, where sinks would be the equivalent of a major loss thereby allowing smaller fleets a chance to contest... however, to my knowledge, the larger force has almost always won. In addition, any large differences would still be the equivalent of getting grouped and sunk.
Right now, there are 2 dynamics:
- Capping so that: You gain points, or prevent the enemy from gaining points.
- Sinking, losing points, or sinking the enemy and gaining points.
This has led to the following:
- Capping around halfway through the battle, and then running away.
- Getting a few sinks and running away.
- Staying outside of the region to assist teammates but remaining in combat (so that sinking =! loss of points).
The combat doesn't feel authentic, the focus is not on grand strategy or a fight to the death but a very mechanical sort of we need points ASAP and then we will run away. I have not found the point systems measure of combat more fun. That is not to say we should go back to the flagship system, its apparent both forms of Naval combat have their own distinctive problems.
Some pointers for further discussion:
- Should the region act as just a way to enter battle, that being each ship has to enter the battle by going into the region and say /siegejoin to partake? ships that did the command would be automatically combat tagged and therefore sinking would lose points, In addition, ships that were in a /siegejoin session would only take damage from other ships within the said session, the ships would then have to remain around 2000 blocks round the region.
- Combat logging = The sinking of a ship (Ryu brought this issue up) - However, pilots should get regeneration when piloting ships to prevent damage or people targetting, in addition to releasing a ship close in the region or 2000 blocks around the region in a siege join session would = it sinking.
- The capping system is being removed altogether, capping is pretty much stupid. It provides no fun gameplay elements if we are going to base losses and victories on sinks.... perhaps just make it so that sinking scores points thereby forcing actual combat and allowing greater maneuverability.
- In addition to scoring points, you must have a least 2 more ships than the enemy in a region (or the range of it) to win, with a war chest being divided based on the sinks. This provides an incentive to siege without winning but also forces the smaller force to engage the larger force in order to win the whole region. Else: If the enemy sinks more than 25% of the defending fleet but still loses, they will be rewarded that % of the weekly allowance of the region. In addition, if the larger fleet only has 1 more ship than the enemy, the win is calculated on overall sinks.
- Lastly, a cool down timer to using /siegejoin preventing suicide tactics.
In conclusion, if the entirety is added.
We have larger regions, without the need to physically extend it, allowing for chases and thereby providing more opportunities for flanking, paired with the removal of capping points, the priority becomes engagement and decisive battle rather than the current gameplay. Larger fleets are rewarded, as realistically they can still dominate, however.... with the war chest being split on sinks and the weekly allowance being shared if losing more than 25% of their fleet points, they still have to balance larger numbers and long-term strategies thereby adding an element of difficulty. The siegeJoin would pretty much prevent capping on the outside.
Example gameplay:
EnderE sieges the Atlantic region with 5 ships, while Novice with 7 ships is defending the region. EnderE's fleet begin siege and then both sides must enter the Atlantic Region to ./siegejoin (forcing initial combat). Ships within the zone have to remain in the zone for the session. The smaller fleet has to attack the larger fleet in order to gain sinks, say in the engagement Novice loses 2 dreads and a cruiser and EnderE loses 1 dread. As Novice still fields 5 ships and Ender E fields 3 ships, Novice would still win the siege but as EnderE got the 25% of the sink points, this would force Novice to cut his losses or pursue sinking more enemy ships. If Novice cut his losses and played defensive in order to win the siege, EnderE would get a share of the Atlantic money equivalent to the % of ships points he sunk
This system might sound complex to set up, but would be much more rewarding in practice, in addition it allows smaller fleets to challenge or use Rebel esc tactics to gain small portions of money.
This is not definitive, this is just some pointers to how I think naval could be improved.