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Destraex last won the day on August 16 2015

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About Destraex

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  1. Have you looked at the testbed shop?
  2. So I think I understand that this means that when you lose your ship there is some sort of indicator saying you won't give a reward if attacked. So unless somebody really hates you they won't bother. Great idea. But considering the distances involved and the time spent sailing to do almost anything (longer than an hour). Perhaps a little longer would be better. You see if a person is sailing for 5 hours to deliver goods and gets attacked on the last leg. It will take him 5 hours to get to the same position again and by that time the same old people can gank him or her once again and get a reward.
  3. @Lannes - This is what you would commonly see during battle. From Osprey British Frigate vs French Frigate 1793-1814 by Mark Lardas that I own: I have the British perspective as well but this is the French perspective. They are pretty much the same. I agree that the Officers and Marines should be uniformed but the rest of the crew on duty.......they should be fairly random. But not too random.
  4. Marines and Officers on deck with uniforms would be a nice touch. But Sailors with no uniforms is fine. Especially when they are about their duties, not on parade. P.S. A test server update seems to have just been rolled out? Patch notes?
  5. You have to remember they are Ukrainian Devs. In English Armour is simply the wooden planks on the side of the ship. Structure would be the interior being completely destroyed without the side to protect it. Basically making the ship un-fightable. A floating ship with its insides mashed to a pulp. By the time you destroy the interior most modules, deck planks, cannon and crew would be gone I think (you could if you wanted add the ships ribs to that including the interior planks). IMHO a crew would surrender at this stage.
  6. Not sure what this mechanic adds exactly? I was hoping that the health bars were gone and that you added proper location damage. Just tested it and all it seems to mean is that you can rake a ship to death. Have not tried from the side yet. But am assuming you would take a side off and sink the ship before destroying the internal structure. Is this mechanic to ensure if pirates rake traders too much their quarry will sink? EDIT: OK Starting to get it now as I have tested sides also and you don't sink with sides off. So you take off your chosen side off. Then unless you have too many leaks the enemy ship will not automatically sink until the centre structure has also been taken out. I like this as it means that taking off a side is not instant death. I like that a LOT! But it does mean that you can take the end of a ship off then take the structure off to sink. I would however suggest that "structural" damage is a misleading term and that their should be two kinds of damage. i) Planking damage - the sides as per normal. Technically the term armour is a little misleading as it makes me think of purpose built to stop cannon. I don't believe that shipwrights ever tried to armour the sides of ships against cannon they were expected to face on purpose in most cases. They just made them sturdier for combat with thicker planks of wood. I could be wrong here, Maturin? ii) Internal Damage - enough of which renders the ship disabled causing it to be killed by disablement (I don't think it should be sunk unless it is leaking through leak damage). Leaving it with colours struck and drifting. This would be both more realistic and add more fun to having to go around struck ships. p.s. I keep getting connection lost half way through a battle in the open world and so does my mate.
  7. Question about the kickstarter: a) Will only the American faction be able to use the American ships? I would love a yes even though I play English b ) Will the old constitution model still be available to the rest of us? c) Will this mean the premium ship packs ships will have unlimited lives?
  8. oh look...
  9. Here is how the conversation should go if you are not under attack yet and a mate gets on:
  10. I suggested this a loooong time ago. I am guessing it will come hopefully when the interface get's an overhaul before release. I am really hoping the game comes into it's own when the interface is prettied up.
  11. I like most of those. But don't really use the economy so cannot say I dislike or like those ideas.
  12. Officer Perks will not be able to be reset so easily for new perks in the final game I don't think.
  13. akd I would not look at it like he is trying to discourage other people from playing the game. I know him and he certainly does not rumble around whinging about it. Apart from here where development happens. He generally encourages me to be more active not the opposite and this is his favourite game and has been for over a year. As for 20 minutes, that is valuable insight because I certainly would not have guessed that at all. I would be interested to know what ports exactly you are moving between that only take 20 minutes to gather all the resources to build a ship. This way he can look at what he is doing and correct it. If it was only 20 minutes I would regularly escort him.
  14. Like I have said before one of the things that would help is allowing friends or clan mates to man the AI escorts after the attack began. Bulwyf could literally message me outside of the game to login and fight for him in his escort. Or even allow the merchant to switch to the escorting warship and order his merchant away. Another thing that would help is allowing fleet to tow with the merchant back to base or it's a two way trip.
  15. Just talking to Bulwyf on our clan chat and he is mainly pointing out that the trader needs to have an incentive to keep trading if he is to be constantly attacked. I am not a trader myself but he says he fights to escape for an hour and if successful gets nothing. If captured he loses his ship and cargo to the enemy. I think if he successfully escapes he should get danger money as a reward and if he is captured his in game insurance should put him back on a level with a new ship and the cost of the goods to start again (or maybe a set amount). Why? Because we really don't want to penalise merchants, we want them sailing as targets and playing the game. Bulwyf does not do trade runs for profit but simply to be able to make ships. If he loses a load he loses the cost of the goods, plus the manufacture or mining of the goods, plus the ship, plus his time to do the run. The time is a huge issue at the moment still for a lot of runs necessary to gather goods for ship building. He cannot do PVE because his friends and mates are on PVP where the population is and he does do PVP combat after making ships and providing for the clan. I believe the balance must be kept between human traders and the humans that prey on them and the human fleets that protect them. Those are the three elements of the economy and those are the three elements of the player base. Although I prefer simple PVE or PVP combat between warships.