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About Challenge

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    Ordinary seaman

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  1. If I decide to PvE: I can't be the nation of my choice -- only one of three. An annoyance, but I guess being Brit could be tolerable. ;-0 I was thinking more like a PvE range centered on the capitol of each nation. That probably would be unacceptable to the barracuda schools, but would be more historic since Colonial Capitols tended to be the home port for the local fleet. Don't know how hard that would be to code in, however.
  2. A more aggressive AI would help PvE Server users. But too much and it would have the opposite effect. I thought they did that once?
  3. If I remember correctly, the outrage was mostly from PvPers who would lose juicy targets if they moved.
  4. Thanks. Read it... seems pretty meh.
  5. I like the idea of fleets, but I'd rather it be a loaded trader or two with me in the escort ship. Don't trust no stinkin' AI. Warships should be handled by players.
  6. Aegir, who picks the Lord Protector? Just curious. I feel the regional bonus thing is a bit of a force to encourage PBs. In reality strategic position and resources were motivators for capturing islands (not ports by the way). Things change hands quickly here because, unlike the RL counter parts, you don't have to control the island -- a job for soldiers and marines. The elimination of the ground war makes it so you can rush from port to port pushing your enemy away, but do not have to take the time to consolidate the holding or face the cost of occupation. Then the enemy builds up forces and takes it back. In effect there are strategic goals, but no real strategic game. The adjustment to hostility may help, but since most seem to not want to do anything except the "Big Fight", and certainly not anything against the AI, I don't know that it will change much. I understand. Fighting the AI can be repetitive and tedious, but then, war is mostly tedious. The idea of more costly resource production, and then having to smuggle it out safely actually sounds like a great added dimension to the process. Unfortunately the regional bonuses can shift the balance of power drastically through ship crafting.
  7. IF the devs do what they said, 1st rates will take a lot of time. Not enough, probably, but months. Designing won't be Pick a color/Pick a trim/Pick a wood press a button -- instant ship. The cookie-cutter warships will be replaced by ships built to spec. You want a fast warship, are you giving up hold, hits and/or guns to get that speed. What will you give up to turn faster. How many guns on the trade ship -- will you give up hold space, speed, maneuverability? A quality ship design will be worth a lot. People who design good ships will gain a rep; your clans will still be supporting the effort of their best crafters.
  8. No, Zoky, my cookies are fine -- it was my ice cream cone. 1) Free Ports have no player resource buildings. National ports do. And yes, that means I don't think you should have pirates producing resources -- as I said they plundered. If you want to call yourself a pirate: Be a bloody Pirate. 2) Cool, we agree on something. 3) I do not think all pirates are cowards who must hunt in packs to feel superior. And I don't think it should be done by anyone else either. I'm not referring to small groups occasionally teaming up to fight as ganking -- I'm referring to sitting out of reach or view with a few scouts waiting to have a hoard show up to attack an unarmed trade ships. Yes, if you sail in the OW with an unescorted, unarmed trade ship you deserve to be dinner -- but not by people unviewable in the OW. Since pirates are rarely unarmed, being jumped by two or three Nats should be expected as well. Against all flags was more than a movie title. 4) Let me start by saying... All ships should be 1 dura. I'm not fond of arcade games. DiD! Actually, that's all I have to say on this point. 5) I wasn't sure about that one so yeah, it going to be difficult to work out, but LOS is my guide here. If you can see it you should have the chance to reach the fight. Suck in everything to the "horizon" with relational positioning. Run whichever way you want. If you aren't at sea, and in a position to view the start -- you are out. 6) I don't #tag. 7) No, Eggs with bacon. I fully agree they need to do more than say: "Okay, let's see what you think of this one." And finally... Which server are you on. I started on PvP 1 and some bullies smashed my ice cream cone. I tried PvP 2, and more bullies ... well let's just say they ruined my cornflakes. Almost quit, but went to PvE to learn to sail better. I'll be back on 2; I just need to get up enough for a decent ship on that server. Then we should find a place I can tell you to your pirate face. (I love a challenge )
  9. Kiefer, I'm a trader as well. I like building up the resources for crafting that i can get and trading wihth other players who have stock piled what I haven't. I'll even sell them to the shop if I find a resource I need or want more. I think that's important for any resource game. I also don't think the OP and resource building limits are helpful. Limiting the amount of cash in the game, then making each new OP considerable more expensive will go a lot farther toward building an economy than a hard cap. Not everyone want to trade, craft and/or fight. (Don't understand it myself.) Most of my OPs are for production, but I needed two so I could be in the Free Port trading centers favored by traders. Not nearly enough coverage to sail across the Caribbean -- I want a really big trading network.
  10. I disagree Fargo,. More players would help, but even with lower gold you can raise a bid high enough to lock up a market.
  11. It isn't a question of harder. As described the alleged changes allows actually ship design. Now it's just cookie cutter. I craft all my ships as gold with a handful of things to select from. All ships with the same selections are exactly the same. Wood/trim/build end with the same set of ships every time. This new style allows actual design.
  12. What I see are people wanting to be called pirates who also want the benefits of having a nation. You really should be willing to take a hard course if you want the freedoms of total independence. I agree with this. There are a lot of benefits to being a pirate. Sailing 4th and 5th rates isn't one of them. Rarely were pirate groups large enough to crew one, let alone have the facilities to maintain them. As late as the mid 1800s this was allowable for all nations under the accepted rules of engagement. You needed to change to your nations own flag before you started firing, but approaching under even your enemy's flag was acceptable. I you pirates actually earn a PvP reputation instead on depending on overwhelming numbers, you'll have that on your own. Who going to be afraid of someone who isn't hunting alone: you're just another ganker that way. I have to agree. This is just bad form. But then so is gathering large numbers of pirates to take on one small trade ship. If you're going to game the game expect others to do the same. I see no reason to change this. Every one has the same issue -- why do you want to have an advantage just for pirates? One set should suffice for everyone. I couldn't tell if you were complaining that there were differences or that there weren't. So all that said, simply put, being a pirate should have limitations brought on by the nature of the occupation. There was never a viable pirate nation and to make one is breaking the expectation made when the devs originally said this was a "historic" based game. They never had shipyards, they never built ships. Rarely, if ever, did they sail anything a 5th rate or larger. They did have friendly governors and ports, Port Royal, Tortuga, Galveston and others, but they only worked until the Royal Navie started cleaning up the Caribbean. Pirates weren't builders, they were plunderers. They didn't take and hold cities, the left them minute they heard the real war ships were coming with marines. Why are so many player "pirate" afraid to actually play the role? You want to be a pirate, then act like one. P.S. Kidd's Island, by the way, would be the perfect spot for centering the pirate "nation" we are getting saddled with. Although I'm sure it will be said it's too far away from the action.
  13. What Wobbly said. And a "political" system that actually makes sense. Ally/Friend/Neutral/Enemy/War makes more sense than Ally or Enemy with nothing in between. Edit: Friend people other than those in you own nation. I have trade partners who aren't in my nation.
  14. So you want to add four new models for each ship requiring resources. New items to craft (always a plus?) for the parts and final construct of the diving apparatus for each wreck position requiring more resources. We're looking at a development intensive plan with this idea which seems to be a limiting factor in other planned or suggested development. I'm not opposed to the idea out of hand, I'm just not sure it would be effective as presented.
  15. A more aggressive AI for PvE server would be a big plus. With no penalty for doing it, just about everyone leaves the smuggler flag on. Problem is, with the political system declaring anyone not allied is an enemy, killing the flag would also kill trade. As it is, deals between players are dependent on free ports and being able to slink into enemy ports. End that and trade flow stops; that stops crafting. Non allied friends and neutrals did exist during the time period. That would make it less necessary for the flag. Having something like it raise the AI awareness -- put a price on your head? -- could set the mark for the nation"s AI fleets to start attacking you.