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Found 6 results

  1. Situation: 2 Dutch Pandoras vs 1 Brit Pandora A boarding happens and the Brit wins the boarding while the 1st Dutchman sinks during boarding from the Brit carronades. Nothing strange here. Immediately after this boarding the 2nd Dutchman boards the Brit. Once again, the Brit's carronades sink the 2nd Dutchman during boarding, but loses the boarding. So the 2nd Dutchman won the boarding and since he lost his ship due to sinking, he takes over the healthy Brit ship. Now being premium ships, of course you can't leave the battle with an enemy premium ship. (Even though I think we should be able to if it was determined to be a real fight and not an exploited surrender or cheap battle.) What is weird af is how drunk the clerk was at trying to report what happened. See image ( Van Poon IS Dutch )
  2. Hi captains, i just read the thread about multi durable ships. That brought me to the idea, that we could get the ability to recover ships that sunk or are still sinking. It is always frustrating if you lose a ship that costs a lot. It was frusttrating for me, regardless that i had only tier 6/7 ships so far. I loved my heavy rattlesnake... :-( If we slow down the sinking (what is realistic) we could recover a sinking ship, if we fix it to another ship or two. We could than tow it somewhere or fix some leaks and remove water. At shallow water we could even recover a completly sunken ship dependend on the depth it lays. Both variants should be very time consuming and have some risks like keel over the own ship and drouning crew.
  3. I would like to suggest a feature called critical damage or a revamp to the current damage system. Similar to how a rudder, or pump would go out, or a permanent leak from losing the bow armor occurs, I would like to see permanent leaks caused by critical damage sustained by multiple hits in the same area of the hull. Another option perhaps is to condense these features into a single classification known as critical damage, a standalone threshold similar to hull armor now, but only repairable by moving crew to survival mode. Realistically speaking, if balls were to hit the same area of a ship repeatedly, the integrity of the hull in that particular area would become weaker and weaker compared to other portions of the hull. It would also require captains to focus their fire, and wait for opportune moments to fire more often than they do now. As it stands, firing an entire broadside when the opportunity arises is always preferable than firing single shots, which in my opinion is not exactly a skill based mechanic other than aim as low as possible, whenever possible, for maximum effect. Various things would be factored in to make this a reality, which are already in place, such as weight of the ball that impacts the hull which causes trauma to it (even bounces), as well as the range, and penetrating force. Leaks are a form of critical damage but the time it takes to repair leaks, rarely impacts overall outcome of a battle, same with fires, or module damage, and they really do not compound with each other because they simply never happen at the same time, and if they do, a simple emergency repair fixes most of these critical damage systems in place now, except fires and leaks. These forms of damage need more importance, and ships should take awhile longer than they do now to repair those types of things, along with more of a bonus for impacting the same portion of hull over and over again, would go along way in utilizing hull strength and armor bonuses, as well as make some of the larger ships, more vunerable to their currently obsolete counterparts (namely, Connie v Aggie). Happy Holidays!
  4. Hey there! Today I found out, the hard way, that when you leave battle without your fleet your fleet SINKS. I 'only' had a precious rattlesnake in my fleet after capturing a players trader and taking command of it, and the rattlesnake is my main and favorite ship, but if people have way bigger ships in their fleet this could be a problem. I strongly suggest there should be a warning before leaving the battle about your fleet getting destroyed if you don't wait for them. Or just remove the feature, letting the AI ships fight on (so the player can spectate)- Thanks, Lz
  5. Here are some suggestions that in my opinion could improve game play in some areas. At least, if technically possible some of these should be tested/assessed. SHIP NON-PERMANENT UPGRADES _______________________________ The easy way to address the non permanent upgrades would be to look at reality. If I have 2 ships, I most likely will have a set a amenities in each and they will not appear at the docks magically for availability in an upgrade window before I set sail. It's a convenience that is not possible in the real world unless the ships are moored next to each other. You can't just move all upgrades out of a boat in one place, teleport 400 miles away and voila! all the upgrades are still here ready to be used in another boat. Granted the teleportation is needed to help game play otherwise we would all get old and senile traveling for days between areas on the map. (reduce the map so everything can happen in real time?). In short, make the non permanent upgrade that are in one boat, only transferable to another boat in the same port. If you want to move them to another port they have to travel by boat in the hold or be sent by delivery system in free towns. BATTLES WITH ONE DURABILITY SHIPS _________________________________ The ideas below pertain only to battle end game and not to boarding mechanics. At this time boarding is the only way to capture a ship in PVP. I would propose an additional way to capture a ship during battle: I again take inspiration from real world for guidance. I don't think that captains would let ships sink so easily whether on the defending or attacking side. The loss of life alone, including their own would be enough incentive for the losing captain to make an effort toward the survival of the ship. For the winner, the prize is one of the incentives for getting in the fight. The ship can be taken and added to your own war effort, the crew taken as press gang, etc... Also I don't think that wooden ships sank that easily as they do in the game. I understand that we need to have a clear "win" or "loose" status for game play clarity. However this create a loss of opportunity in other areas. Once the majority of the crew has been dedicated to keeping the boat afloat and can no longer fight... Once the pumps can't overcome the water coming in and repair kits have been used... Once the main mast is down after repair kit has been used... (insert more instances of unrecoverable loss here) I would think it's time to cry uncle and maybe, once this level of damage is achieved (when water line is high enough that cannons are inoperable for instance but boat is still afloat?), the white flag should come up automatically in the game, declaring a "stranded status" as the damaged ship is no longer maneuverable, no longer in the fight, and is not as much to be boarded as it is to be rescued. At this point the winning side would have a certain time limit to board the ship before it sinks, assign crew to it, use repair kits of its own to prevent it from sinking, etc... If they fail to get to the stranded boat in time, it is doomed and sinks with all hands. The losing captains loses boat, crew and officer. If they get to it in time, on the losing side, part of automating this end game process gives the vanquished captain the choice to surrender this one durability boat as well as surrender his crew to replace the lost crew of the winning captain in exchange for keeping the life of his officer. If he refuses he basically refuses to be rescued and sinks with all hands, looses the boat, crew and one officer's life. So choices, are surrender and you keep your officer's life or sink and loose all but deny the winner from taking the boat and crew. This is not a boarding battle, it is essentially a rescue. This potentially would make ships themselves stay longer in the game and change hands in a more diversified way as battles go on. Ship would still sink regularly when they are not salvaged in time or when captains refuse to surrender. You might loose you ship and capture it back at a later date which is an incentive to not let it sink in the first place. Some ships might become famous for having been captured many times and survive many battles which brings up the next topic: SHIP PAINT AND CUSTOM NAME __________________________ Once ships have more chances to survive battles and becoming famous it would be nice to give them personality by allowing custom ship names that stay with the boat once christened as well as making custom paint readily available at ports to give them distinctive character. Paint is not something special in the world of ships. Maybe gold leafing or special custom figureheads could be rare items but not paint. Making "rare" ships has also the unwelcome side effect of captains avoiding combat to preserve the custom paint of their "special" ship. This behavior alone degrades the quality of PVP on the server. DEALING WITH CAPTURED SHIPS ___________________________ As much as I like to teleport a captured ship it should not be possible to cross the entire map at the click of a button. You capture a ship, you deal with it. When a ship is captured, the victorious captain must assign crew to it after emergency repairs have allowed the ship to stay afloat, then it can be added to the FLEET and sailed back by the regular open world sea ways. If the captain already has a full fleet (2 slots as of now) provision should be made in the game mechanics for towing the captured ship without fully crewing it and of course taxing the open world speed accordingly. ​There should also be an option in the event of multiple ships captured, to allow the victorious captain to either to pass the control of the captured ship to a clan's mate or group mate. __________________________________________ Thanks for reading this far, please critique, comment, improve etc... -T
  6. My proposal is that the current options be modified to the following. (I should point out this is only to modify the current simple method we are using during testing, not as a final proposal for game release) All repairs take longer to complete. (Double the time) Repairs not used when the ship is in Survival mode produce only 50% effect Unrated: Yachts, Lynx's, Cutters, Privateers, Brigs, Navy Brig, Snow get 1 repair patch Frigates get 2 repair patches All Sols get 3 repair patches. Optional 1st Rates get 4 My concern is that ships are fully repairing from a shattered hull back to full health, or completely dismasted to all masts repaired, when really only emergency measures should be possible mid battle. What are your thoughts guys
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