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Digital Wind

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  1. At the same time, I don't think we need to change anything, it's already pretty easy for people to camp outside of a capital and gank everything in and out and outrun anything that can challenge the ganker.
  2. Simply increasing invisibilty to 60 seconds will ensure that one can escape with better reliablity, a revenge fleet will have to spread out much further than before
  3. I agree, as a ship builder I need way more warehouse and dock space than most people. Have a shipyard should grant a special storage space or simply grant more warehouse slots
  4. I would like to suggest that a consumable upgrade be added to the Adm. store granting a knowledge slot unlock in exchange for marks. 6-7 - 100 combat marks 4-5 - 150 combat marks 1-3 - 200 combat marks This makes grinding out missions in you ship still relevant but will accelerate the process by allowing you to turn your marks you've earned into slots. They are also quite expensive still but allow for more flexibility of ways to earn instead of having to resign yourself to 200 missions to unlock the fifth slot on a ship. Another thing I might suggest is Granting every ship you have the first 3 slots open for free and if you want the other slots, if you want to master the ship then you grind. The current system encourages players to stick with 3-4 ships that they have slots unlocked for and discourages expanding your horizons into new ships. For example, I've been grinding the Vic. I would love to sail a Buc as well, but I don't think I will because I would have to grind out Knowledge Slots on that which would suck the fun out. Point being, Knowledge slots are limiting play styles and limiting player options for ships. I like the idea of having to grind a ship to unlock its full potential, but the current system is far too limiting and takes far too much time than many players are willing to invest.
  5. Agreed, how about the first 3 slot on all ships unlocked for free, and if you want more you grind.
  6. Hammocks needs to be tweaked. For 1st rates, it gives too little crew to warrant taking up a knowledge slot that takes endless hours of grinding to open. Plus the Morale penalty is very heavy compared to the small bonus in men and would potentially hurt boarders more than benefit. I would suggest upping the bonus to 10% and keep the penalty, up it to 7.5% and reduce the penalty, or keep it at 5% and get rid of the penalty.
  7. A Rear Adm mission sinking a Santi in it would grant about 700xp. Since the second knowledge slot take 37000 xp, I have to complete 50+ missions to unlock the 2nd slot. It will take me a very long time to unlock all 5 slots and I do not expect to ever sail one of the other 1st rates as I don't wish to grind 500 missions a second time. This makes unlocking slots a PvE grind and turns the game into a second job. Please up the rewards for the missions or reduce the Knowledge requirements for the lineships.
  8. I love this idea! As a crafter, I would love to be able to name the ships I give my clanmates and torture them endlessly with 8 year-old immature jokes. :3 Not being sarcastic.
  9. I think this detracts from the ability to customize a ship. If we cap spped like this, why not turn speed, thickness, and HP? Pretty soon it becomes a good idea to start capping everything, and then someone has the bright idea to eliminate the mod caps, and just re-balance/nerf everything.
  10. Both of these issues are fixed, or rather reset, after a successful port battle. They are also mitigated by the 100 mark cap ensuring that those with obscene amounts of marks are encouraged to spread the wealth by selling or giving away marks or by buying permits/BPs with the extra marks and selling those.
  11. Set the cap of the number of Conquest Marks you can posses to 100. This will eliminate individual hoarding (up to 100 marks) and promote the selling of marks to those who have none or get very few or promote the craft of ships or the availability of permits and blueprints on the open market via people spending their marks rather then storing them for the 'what-if' future. 1. Marks and port battles stay relevant. No need to design and test yet another system. 2. The number of marks in a Nation's economy reflects their conquering power. 3. Small nations can obtain marks from large nations.....if they have the coin. 4. Player based Mark economy - Source of marks doesn't change, ways to get marks outside of PB doesn't change. Availability of Marks via alternate ways is promoted.
  12. Set the cap of the number of Conquest Marks you can posses to 100. This will eliminate individual hoarding (up to 100 marks) and promote the selling of marks to those who have none or get very few or promote the craft of ships or the availability of permits and blueprints on the open market via people spending their marks rather then storing them for the 'what-if' future. 1. Marks and port battles stay relevant. No need to design and test yet another system. 2. The number of marks in a Nation's economy reflects their conquering power. 3. Small nations can obtain marks from lage nations.....if they have the coin. 4. Player based Mark economy - Source of marks doesn't change, ways to get marks outside of PB doesn't change. Availability of Marks via alternate ways is promoted.
  13. Thanks @Sir Texas Sir. This was very comprehensive.
  14. I would like clarification on the requirements to start a boarding action. Obviously you need to be in close proximity, less obviously, you need your boarding prep to be above 50%. Additionally, it used to be that both ships must be below 3 knots, but I have boarded above that speed. What are the speed requirements of both ships? Are there relative speed differences (ex. boarding when two ships are close, parralell, and matching speeds, speed difference = 0)
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