In general, this new fancy system does seem to have potential to me and I would hate to damn it to Davy Jones' locker just because it is "different" from before.
That being said, its concept does need to make sense, not mess up gameplay AND it needs to work as intended.
Of course assuming that the smugglers DO know the best time to smuggle, shouldn't THEY tell YOU when to meet?
Maybe that can be limited to when you have a high enough "liking" with them, so you would need to "earn their trust" by actually showing up at non-dangerous times at first.
And perhaps if you smuggle "at the wrong time", there should be only a random chance of the smugglers being there at all?
Unless the smuggling schedule has just recently been changed and you failed to notice.
So there IS at least that risk.
If a player doesn't know the correct time, then they may or may not show up during a "gap".
That only makes sense if:
- The coast guard soldiers ALWAYS arrive by ship and never travel by foot across the island
or
- During the scheduled patrolling times, that ship ALWAYS being anchored there
That does sound a bit silly. Surely even if there IS a patrol going on, the soldiers and coastguard ships can't be everywhere at once.
And if there IS a ship (or three) around the area, what are the chances of neither the player nor the smugglers NOT noticing?
Unless the coastguard always arrives later.... But the soldiers could hardly have called for their help either. So indeed doesn't make so much sense.
If you get caught and try to get away, you can hardly expect the nation that caught you to be happy about it.
That being said, its concept does need to make sense, not mess up gameplay AND it needs to work as intended.
That is a valid point to be sure. I wonder what @Levis would think about that one.There seems to be a flaw in the "real world" logic of the patrol time system. If there were a set schedule then the first people to know would be the smugglers and there would be no way you would find them hanging round on a beach out of a "safe" period so you couldn't even try to chance it.
Of course assuming that the smugglers DO know the best time to smuggle, shouldn't THEY tell YOU when to meet?
Maybe that can be limited to when you have a high enough "liking" with them, so you would need to "earn their trust" by actually showing up at non-dangerous times at first.
And perhaps if you smuggle "at the wrong time", there should be only a random chance of the smugglers being there at all?
Indeed as long as you plan your escapades properly, there should be little risk of being caught.In "gameplay" terms you can get the enhanced rewards of a high risk activity (high prices for contraband) without any of the risk (by staying in the safe period) - There's no gameplay logic there (unless there's new risks hidden in the additional complexities of smugglers liking you, guild etc but I think that's mostly about level of remuneration).
Unless the smuggling schedule has just recently been changed and you failed to notice.
So there IS at least that risk.
The only "chance" then is the random element in the time that the player arrives at the smuggling shore.However that aside, in 3.4 you could ignore all the schedule stuff and immediately have a second chat with the agent and just take your chance (with a back-up saved game in case you ran into trouble you couldn't handle) so fair enough. However now there is no "chance", whilst the land part does still have a chance element it seems the ships will always be there. So either you use a safe period and meet no-one or you are guaranteed at least a sea skirmish (with possible relations consequences) - no option.
If a player doesn't know the correct time, then they may or may not show up during a "gap".
Indeed I do agree with you there. There IS again a chance element to being caught ashore, but if you're not caught ashore, currently you can be guaranteed to be caught at sea instead.I don't care if the ships are independent or linked to on-land encounter (they never were before anyway) but they should have a chance encounter element for gameplay AND realism. A full time blockade apart from the safe slots makes no "real" sense since if they were already there you would sail away -not land -and as such their "gameplay" timing to arrive just as you leave (you just dump your cargo on the beach) has to be very fortunate not guaranteed.
That only makes sense if:
- The coast guard soldiers ALWAYS arrive by ship and never travel by foot across the island
or
- During the scheduled patrolling times, that ship ALWAYS being anchored there
That does sound a bit silly. Surely even if there IS a patrol going on, the soldiers and coastguard ships can't be everywhere at once.
And if there IS a ship (or three) around the area, what are the chances of neither the player nor the smugglers NOT noticing?
Unless the coastguard always arrives later.... But the soldiers could hardly have called for their help either. So indeed doesn't make so much sense.
I can't really think of any logical way around that one.[Oh and make sure your ships cannons are only loaded with chain or grape in case if you do meet them you accidentally sink a coastguard]
If you get caught and try to get away, you can hardly expect the nation that caught you to be happy about it.