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Found 5 results

  1. CaptinKen

    Naval Base compleated

    What do you do with your oil when every thing has been built at your Naval Base?
  2. So, here is my bid to help continue the growth of the Clan Naval Base. Please be advised these ideas are merely that, spaghetti thrown at the Wall of Wargaming Ideas and hoping something sticks. I am really open to other ideas, input and general considerations from players who may see different benefits from such structures (even if 180 degrees in the opposite direction.) WG Devs...please keep the Clan Base interesting, I love the concept and actually think it should be integrated into/with the Dockyard/Research Bureau (since they are both here to stay). Currently, clans can build the following structures; Officer's Club, Dry Dock, Shipbuilding Yard, Research Center, Design Bureau, Coal Port, Steel Port, Academy, Treasury, and a Rostral Column. My proposal would be to add the following structures; Headquarters Building, Intelligence and Signals Office, Facilities Engineering Bay, Magazines and or Ammunition Depot, Naval Gunnery and Proving Grounds, Machine and or Mechanics Shop, Naval Petroleum Reserve, Oil Refinery, and an Improved Tool Production Shop. Possible Benefits: (Again very open to other ideas to feed to WG Devs) Headquarters Building (Stages 5) - Stage 1 (Clan Leader + 1 Subordinate Officer) Stage 2-5 (+1 Subordinate Officer) each may benefit by receiving a 1 to 5 percent bonus equivalent, whenever giving out Treasury Rewards to Line Officer players. For example, the The Headquarters Building is at Stage 5, and the clan elects to give a Line Officer (Junior Member) 1,000 steel as a reward from the Treasury for a job well done during clan battles. When this is done, each officer in the Headquarters group would receive a five percent bonus to their own steel. So each would receive 50 steel. The same would work for coal. Intelligence and Signals Office (Stages 5) - Cost 2,500, 5,000, 10,000, 20,000, and 40,000 oil - Reduce Coal/Silver Costs for the purchase of signals by X percentage with each stage complete in the Armory or Research Bureau. Facilities Engineering Bay (Stages 5) - Cost 2,500, 5,000, 10,000, 20,000, and 40,000 oil - Engineers are renown for their ability to develop systems and shortcuts to save money and time. This could be tied directly to future dockyard events. If a dockyard event requires 50,000,000 points to complete within 30 days (example), then perhaps each stage would either reduce the speed at which points tick by 1 percent or reduce the overall completion points number by 1 percent. So a stage 5 Bay would reduce the 50,000,000 requirement to 2,500,000 points (or increase the tick rate of the journey by ~58 points per a minute (round up and make it 60) over the span of 30 days (+2.5 mil points). This would still make events such as the Puerto Rico (challenging) but would provide more incentive to join active clans, play the game, and perhaps, get more players to participate in challenges knowing they have a five percent bonus right off the top. Magazines and Ammunition Depot (Stages 5) - Cost 10,000, 20,000, 40,000, 60,000, 90,000 oil - Naval Battles are an interesting concept to earn oil, but seem static and players have lost interest as clan bases are completed. How about these stages help reduce the minimum requirements for the clan to earn the next stage. Each stage completion reduces it the minimum by 2 to 3 percentage points. Therefore, a Stage 5 Depot would reduce the damage requirement from 10,000 minimum to receive a Naval Battles Star to 9,000 to 8,500 and so on. Naval Gunnery & Proving Grounds (Stages 5) - Cost 10,000, 20,000, 40,000, 60,000, 90,000 oil -The proving ground would reduce the cost of ships for sale for resources in the Armory (as these two ideas seem to have a common theme) by a few thousand coal or steel for each structure built. And each stage increases the maximum tier the benefit helps with Stage 5 maxing out at Tier X ships. Again, not sure what percentage maybe 1 percent per a stage. Machine and Mechanics Shop (Stages 5) - Cost 2,500, 5,000, 10,000, 20,000, and 40,000 oil - Enables the construction of Premium Consumables (either permanent for ships that can be built by tier or mass production of the current format). Once complete, these would make X amount of premium consumables a week and they would be added to the clan treasury for distribution by the leadership to other clan members. This would help reduce silver costs for players and reward those who want to be active/clan members/players with better resources. Naval Petroleum Reserve (Stages 4) - Cost 1,000, 2,500, 5,000 and 10,000 oil - A stockpile of reserves is helpful in times of crisis. Each stage allows a clan to "invest" saved oil, steel or coal for a set period of time and upon realizing this time, it will mature and provide a bonus. For example, the clan invests 20k oil, steel (in treasury), and coal (in treasury) for two months. After two months, those items increase in value by 10 percent. Each stage increases the maximum amount of a certain resource that can be put into investment. For example, Stage 1 is 20,000 oil, 20,000 coal, and 2,000 steel. Stage 2-4 provide an additional 10,000 oil, 5,000 coal, and 500 steel that can be invested (or something along these lines). Oil Refinery (Stages 3) - Cost 80,000 Oil each - Refined oil is better than crude. Each Crate opened provides an additional 1 oil. Each stage improves this by +1. Improved Tool Production Shop (Stages 4) - Cost 10,000, 20,000, 30,000, and 40,000 oil - New tools keep ships moving and help engineers maximize their time. Reduces the time in which Unique Upgrades or other Research Bureau items can be purchased/completed. Again, not sure on the percentage as WG has been elusive on details of how this transition will happen. However, if they are not tying it into the Clan Naval Base, they are missing an opportunity for cohesive team play. In conclusion, the benefits to these additions would get more clan interested in competitive play again as oil is best farmed in Clan and Naval Battles. I think, a few additions would spark renewed interest in clan activities and again give leadership decision challenges moving forward. Thanks for reading.
  3. I discuss the many reasons to be in a clan regardless of how competitive you are. The bonuses are too good to pass up. Any solid clan, PvP OR PvE will make your gaming experience far more rewarding in World of Warships.
  4. I am proud to say that my clan, the Brother Grimm's Armada, has finished our LAST Naval Base building upgrade. We now have every building fully upgraded! Of course this is reason to celebrate.....however...…. …..now what to do with all the oil that I and my clanmates earn from here on out? This is where I want to open a discussion: what should Wargaming do to enable ourselves to use all the excess oil that we earn after our Naval Bases are fully upgraded? What are ways in which each clan can spend extra oil on?
  5. In regards to the new Clan Naval Base, the update notes don't say anything to how much the New Buildings in the clan base Cost in Oil. As a clan leader I would have liked to know ahead of time so that I can discuss with my members what we would like to prioritize, but there is no mention of this in the patch notes. I did note that in the PTS it was 830,000 oil (I believe) to fully upgrade the base. However, what you have to do in PTS to earn things is often different on the Live Server. Any answers would be appreciated, or post below if you would like this info too.
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