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PowderMonkey last won the day on January 4 2015
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Upon release of more content id like to propose a feature, a tax rate when you join a armada, a rate a guild lead sets and its applied to all transactions of the player that involves all transactions when you make money. It will be a rate you set, and all funds will be transfers to a account (or if your feeling audacious a account of a players choosing). This will give armadas better management of Gross income! Itll work exactly like EVES, and since you have to join a fleet for it to apply it wont get out of control because people can just leave!
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The Decatur Armada
PowderMonkey replied to Saintduiex's topic in Guilds, Clans and Trading companies
Privateers are always welcome as long as you sail under saints iron fist wear are flag and give all your prizes to us!- 389 replies
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Customizable Figureheads
PowderMonkey replied to Grim DeGrim's topic in Current Feature Improvement Suggestions
Id like to suggest a choice of many figureheads to choose from in a cash shop, like rams, mermaids, birds, sea-monsters, and maybe ornate figureheads that take up your whole bow. This will bring cash flow and make ships a little different if there the same ship, also the best part money, it affects nothing in game but brings accessories to make you look better than the competition! -
Sadly the arguemnt isnt about cannons and loadouts, its about cargo capacity and game logic (remember in a game everyone thinks diffrently about risk and reward than in reallife) in a fully armed ship of war, with provisons included for a 3 month journey is the average, but in a game why couldnt i just take half the size of my biggest cannons all fully crewed i could take half the cargo space of a merchant vessel so i would make two trips, but with an extra 3-2 knots of extra speed, two decks of cannons, and a full complimet of crew plus enough provisions JUST to get to my location. The merchant men carrys more, yes but thats its only advantage over the frigate. Remember in the game world specialization because everything is quantified, is much easier and repetitive tasks can be farmed.
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The thing is is that the early clippers were almost to a point, had crosswind yards and weren't square rigged, when pushed into the wind by a privateer or pirate group (yes there will be those groups, and yes they will outnumber navy groups 3 to 1 is my guess) your now slower and a sitting duck for them to kill you. These ships were square rigged and could travel in the wind, making them capabale of outrunning foes and blockades in most wind conditions. That is why i want them included, if Game Labs doesn't include ships to give merchants a fighting chance upon full release the beating heart of this game (carrying and trading) will die out due to the over population of pirates. Merchants don't need guns or armor, we need to have two choices, fast ships with limited cargo hold to solo trade, and bulky ships for supported trading. I personally have experienced this in EVE, and Archage, pirates are a dime a dozen, dedicated traders are rare, and people to hunt the pirates were, for every 6 pirates there was 1 person to combat them. its sad but true and keep this in mind not everyone has a group to play with, and some like the solo experience.
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yes i see all the good points you've all laid out and see the complications, and i think my case has been thoroughly trashed and sent off hahahah. Its sad to think that all us merchantmen will have a limited selection of cargo runners, bulk carriers and thats that. and to be so fragile and slow. Just seems like to me this is going to be another game where the economic ships will be just stepping stones to other vessels, and the poeple who do stay with the merchant ships will be loseing them to the horde of pirates that will be present upon release. I do like historical accuracy and the timeline, but i dont like the idea of being stuck with slow merchant vessels if i want to carry anything over 40 tons. But thats just me hahah can a moderator close the post?
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If you cant track targets with your cannon fire, then dont complain when you miss. and there unarmed and in reality arent faster than the trincomalee (ive broken 17 knots in it and in my consti i can hit 16) so in reality if your in a frigate and use chain theres no way i could get away, just saying. Also if the game is a instance game count me out. im not playing a dungeon crawler in the form of a naval game.