Jump to content
Game-Labs Forum

Rook

Members2
  • Posts

    31
  • Joined

  • Last visited

About Rook

  • Birthday 02/05/1988

Profile Information

  • Gender
    Male
  • Location
    Texas, US
  • Interests
    Aviation, gaming, history

Recent Profile Visitors

968 profile views

Rook's Achievements

Landsmen

Landsmen (1/13)

30

Reputation

  1. @Felix Victor Thank you for bringing us this essential tool. Your map is really a great help.
  2. Increase spotting range of vessels in open world. Perhaps even more spotting range the larger/taller your ship is.
  3. This is a great idea. However, I think it might need to be part of a larger rework. As others have said, whether I like it or not, this game is currently a balance between realism and arcade gameplay. A fairly decent balance, but leaning more toward arcade than realism in some very key areas, for whats been proposed in this thread. Especially the lack of accurate visual indicators of damage. That's not to say we couldn't do with a rework of the ships stats display in battle. While there isn't necessarily a problem with the current setup, it is a silent driver behind gameplay. Watch a few port battles and you'll hear callouts to focus fire on a specific ship because it's weak. Get in a few close runs with a hunter squadron, and you'll see them play the damage indicators. It makes me wonder how different combat would be if you couldn't read out the exact disposition of the enemy's ship. Would it be more, or less, interesting?
  4. Shortly after Open-World launched there were only (mostly) small bands of players sailing around. The Trincomalee and Constitution were the most popular ships on the sea, with smart players running speed built Trincomalees so they could run down any enemy ship they found, while the Constitutions would come up afterwards and join the fight in-progress. The name of the game was wind, positioning, and time. And skill. These were great times. Open world PVP battles between Frigates. Long, drawn out chases. Fear of being jumped, drove preparation, and situational awareness, to avoid being jumped. There were no guarantees. Even sailing with others, you might happen upon a larger group. That kind of sailing was exciting. Even if it often came down to endless stretches of water, without a sail on the horizon, except for A.I. ships, it was the assurance that players were out there. Hunting. Once such occasion did occur, when three of us went sailing across the northern coast of Cuba. Hunting A.I. ships and exploring really. Half way around the northern side, we happened upon a lone wolf, a US Captain in a Constitution. Thinking he was easy prey, we gave chase. Drove us right over a rogue shoal in the middle of the sea. No land in sight for miles.... We kept thinking he had done it on purpose. He knew exactly where that shoal was and took us over it just to try and lose us. One ship turned into three. Then it was a fight for our lives. Or rather, a chase for our lives. It took hours. No ship sunk for hours... Then, in the end, two of us were lost, while the last barely made it back to a friendly port. This was one heck of an experience. There was an intensity to it, an excitement that very few games are capable of eliciting. Even without chaotic combat, it was exciting. Even being outmatched, and surely doomed to sink, it was exciting. And one of my "Magical Moments".
×
×
  • Create New...