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The Ghost of Sir Edward

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  1. If the proposed mechanic is relatively easy code to and implement than I would say add it, The game is in Alpha so why not just test it if it is practical to do so.
  2. Why can't I quit this game? It's like cocaine, COCAINE! But yes the redeemable DLC Hercs and Reqs are a broken game feature. I escort three Indiaman in a Buc and I am regularly attacked by both of these ships, both die readily enough, but the fact that they attack is complete idiocy and shows that there are no appreciable consequences for doing so.
  3. Fleet ships need to be buffed, re crewed with humans or have dramatically improved command options. One of the single most annoying aggravating/infuriating elements of NA is the utter uselessness of fleet ships to do anything more than carry cargo. And before anyone uses the counter "just sail with clan mates", I'm in a clan, a Rear Admiral & rich, yet it is still almost impossible in today's NA environment to find any player in a clan or otherwise, who will escort your 3-4 Indiaman for 3-4 hours at a time.
  4. Questions related to generating hostility and port battles How is hostility generated to create the conditions for a port battle and what is the duration of the hostility generated, 2 hours, 24 hours? Once hostility reaches 100%, how is the port battle set up, is it automatic, or do you set the time for the battle to begin. What happens after a successful port battle, is administration automatic or are there certain actions the winning clan need to perform?
  5. Why not just rework the war supplies feature like the OP said. Instead of war supplies they could be called Infantry Regiments or something similar. Each regiment would have a weight of 400, which would allow only larger ships to be used as transports. An invasion flag (port specific) could be substituted for the smuggler flag, with the objective being that the aggressor would be required to land a certain number of infantry regiments into the port within a certain time frame. The defender's task would be to prevent those troops from landing. Hostility could still be used, but the port battle itself would be rendered obsolete. The only downside would be that either the number of troops landed would need to be very high, to prevent swarm tactics, or a smaller time window utilized.
  6. That's what I'd like to know. Sometimes you sail a long way in a battle and it be very realistic if that distance wasn't lost. Maybe the game should calculate the distance travelled from the point of entry and then give invisibility for the time period necessary to make up that distance in the OW. This would allow players who put in the effort to have a better chance of avoiding contact after leaving the instance.
  7. One of the pleasures of Naval Action is crafting and sailing the different ship types. If you restrict the number of 1st rates a player can own at one time you restrict one of the games more interesting features. The realism factor, important as it is, is more threatened by other game mechanics currently in place such as the teleport feature, extensive in battle repairs and fleet ships that disappear in patrol zones just to name a few.
  8. That might be true but I cannot imagine a situation where a player would discard gold or silver currency won in a fight. They would load it on their ship and thus become a target themselves.
  9. Increasing the risk to PVP gankers by forcing them to carry their rewards home is a good thing. Like the admin said traders have all the risk now so why should PVP players get a free ride.
  10. Perhaps make it necessary for the port battle ships themselves to carry the infantry or marines, which they must land at the end of the battle to take the port.
  11. Imo I don't see these changes causing people to quit. Super mods that can only be acquired by the PVP elte, fleet ships that disappear in patrol zones, etc. these cause people to quit, I don't see the creation of physical money as a deal breaker for new players.
  12. That is all true and there are even accounts of pirates passing fake checks to buy supplies. That said, there wasn't a magic transfer system in place, the coin still had to be moved by ship at some point so that those transactions could be settled. Port upkeep could be solved by the issue of credit from a national bank that clans could settle every month. A single ship or group of ships would be loaded with the necessary amount of coin and then travel to the port to make payment to the bank issuing the credit. It could also be arranged that the clan wouldn't need to make payment in the port in question only at the national capital or even county capital and then it becomes the banks responsibility to provide the currency via ship to it's port branches. And perhaps that transfer could take place in the form of player missions.
  13. I'm for this. I trade and use four Indiamen and go long distances with them so this would effect me directly. Risky yes, but I'd like to try it out.
  14. There shouldn't be an exclusive list of favored clans. This would give the larger and/or older clans a significant advantage over smaller or newer clans and would probably stifle competition in this area. Historical currency sounds good so long as you can get it by trading or combat.
  15. You can all ready get your distance by using the trader tool so I don't see how this suggestion would be a bad thing.
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