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Everything posted by Challenge

  1. Thanks. Read it... seems pretty meh.
  2. 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.
  3. 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.
  4. 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.
  5. 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 )
  6. 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.
  7. I disagree Fargo,. More players would help, but even with lower gold you can raise a bid high enough to lock up a market.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. Since the next thing we get with the next wipe is a complete overhaul of ships, and ship crafting, I'd say wait until we see what we get.
  14. I did that once. The cargo didn't fit in the ship I capped.
  15. ^^ This.
  16. That, sir, should be left to the gentlemen in question.
  17. I'd like ships I cap to have cargo that would actually fit in the hold so I don't have to toss half the loot overboard myself and you want to hide more? Doesn't seem useful with the current model.
  18. Add a Bulletin board at each port so people could list material, ships or goods they want to exchange; player missions (example: I want to hire an escort, or cargo hauler for a run). I wanted to give a ship away, but since there is no way to leave a message someone could check without me being on line I'm finding it hard to do so.
  19. As ship crafting is now I agree some of the combinations are OP. Wait until the new plan is put in and see how they work out with that.
  20. How does this work? I'm on the PvE server atm and someone suggested I and someone I was chatting with click on Small Battle in this screen when we were looking to hunt pirates for combat practice. I haven't found any description here or on the Wiki.
  21. Thanks. Do I have to have opponents set in advance? Do I push buttoms and wait hours for someone to show up?
  22. Capitals were that for reason. They were the places resources were brought to from outlying areas to be shipped out to other trading centers. If anything, it is the one place you should get the regional bonus.
  23. Look like you are just reverting to a tactical combat simulator and not a persistent word strategy. I thought this could have the depth of something like Eve. Guess not.
  24. Maybe not, but for the most part I wouldn't exactly call it constructive feed-back either. The current system for crafting ships makes it too easy to build gold ships and supports the dev's comment that pretty much mastercraft and gold were the only two worth having. It also made 2nd and 1st rates way too easy to find. Why is it so hard to accept that the system we are giving up was there to make those ships readily available to test the effect on battles and the game in general and isn't balanced nor equitable. Unfortunately it also meant that you don't stand a chance in a fight unless you can pay outrageous amounts of gold, or spend hours chasing around to find the materials to build them. People complain that some of the changes hurt the casual player: how do you think this situation effects it? Reducing the difference between the basic ship and the top end in the same class makes it better for the casual player and the beginner alike. Instead of overwhelming someone with gold ships, you have to out sail and out fight them. Sorry if that makes it too difficult for some. More historic regional location of goods was part of the list of things the dev's mentioned a long time ago: why the surprise when it was done? It should take time to craft a 3rd rate or bigger. Months is about right IMO. Considering how long some of these ships actually took and the amount of wood (1000 mature oak trees for Victory IIRC), the resource limits and time to build make perfect sense -- I guess having to work to get a decent ship of the line is too much to ask of some people. The changes as I understand them will do more to even the playing field for battles, reduce the number of high-quality heavies, and make the game more appealing to casual players. All you folks who have thousands of hours should quit thinking you know what us casual players want. With only 174 hours, I think I qualify as casual, and what I want is nothing like what I keep reading here says I want. I want to compete with an opposing captain, not the same class/name ship that someone built "gold". The system outlined in the OP will go a long way toward that. That is what will keep people in the game after they try it. Getting crushed by people with massively superior stats will chase them away and, in my opinion, is one reason player numbers have dropped. @Redii I think your a bit off-topic, but... I don't see those timesink things as much of a problem (except ship delivery... like to see that one, but I think it would make this a game for shipping management, not sailing). I already have outposts in free ports. And OW speeds are fine for me. I understand some people just want to fight, but if that's all this came had, it would be very boring (and there are games doing that already).