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kumisz

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Everything posted by kumisz

  1. Wouldn't want to participate, but would watch the crap out of it.
  2. kumisz

    combat music

    Another Boccherini piece for the classical rococo music lovers
  3. If you are looking for that, History Channel: Great Battles of Rome has a neat system where your commands take time to reach the units depending on how far they are from you, and you have a set capacity of messengers. It's an older game and felt a bit clunky, but that feature was super neat.
  4. When I attended to my first fleet action with my clan, we were intercepted by a large enemy squadron (23 vs 25 I believe, we had a single 3rd rate, 2 or 3 Constitutions and various frigates for the rest). We formed a rather tattered line and the enemy fleet tried to breach it, but we managed to keep formation and the enemy attack broke after about 30 minutes. It may not sound much, but it was probably the most intense 30 minutes I spent in any game.
  5. Will the announced kickstarter shippacks be available only for the backers, or for all players?
  6. They will release the patch when it's ready. You don't want them to rush patches...
  7. But say me, as mainly a PvE guy, have an itch for PvP and decide to sail out to enemy waters, do not want to do so with a basic cutter, or a 6th rate. Or if a PvE-guy trader wants to sail to a far away port to bring some expensive stuff to trade, needs to be able to crew his indiaman without forcing him to do PvP to be able to do so.
  8. It's not black and white, those who mainly do PvE sometimes also do PvP, and vica versa.
  9. What is wrong with missions? I take a mission, I sail to the location and I know it will be there, and I know roughly what to expect. Reliable, relatively fast way to get to the pew-pew, that's why we casuals mostly prefer it. To hunt in the OW, you have to sail to enemy waters to find enemy AI, and in case you find a fitting enemy, engage it and hope no player comes across to help the enemy. Takes a lot of time, unreliable, and limited in enemy variety (I mostly see AI fleets consisting of 2-3 frigates, or 20 SoL-s. Not much inbetween). Let us play our little game. What's driving you against it?
  10. Then what will happen to the existing Constis? Will these new ships be only available for those who fund the campaign? It would be good to hear an official statement for clarification of this part.
  11. Mostly good changes, but the removal of missions is a bad idea IMO. Sometimes we only have half an hour, so we just want to jump in and have a relatively quick PvE fight. I see why that shouldn't be required to building hostility, but it is not in the way of anything, it is just an extra option for players. They just need some more diversity in ships and starting positions. Why would you remove that?
  12. kumisz

    Chase

  13. Forgive me, I am not a tallship expert so I might be missing something, but why is it an abomination?
  14. Without sneaky currents and wacky winds, you really don't need anything more than the accurate compass you already got, and your attention.
  15. I think that will be in the game for sure, to let shallower draft ships enter shallower waters. It is already in the open world map, you can get a lot closer to the coast in a brig than in a frigate for example.
  16. I launch the game through Steam, and it works perfectly fine. That may use the x86 launcher, I don't know. I guess just roll with the working launcher.
  17. Hello. I am a new player, just got the game from a friend yesterday, played a whopping 2 battles since then, so I am not very experienced. But I noticed something in the unit control system that could be improved, maybe in the future similar games if there will be more. Right now, if you put a unit somewhere (say, a high ground position with good cover), it can move around if it is in a fight. The problem is, a lot of times they simply move sideways or even forward until they come out of the cover and the high ground, and if you don't notice it, they will suffer heavy casualties unnecessarily. The "Hold" order works against this effect as long as you don't give any order to the unit. If you order it to fire at another unit from the position it stands in, the "Hold" order will be cancelled, and if you forget this, the unit will move on its own, and again, suffer casualties. If the "Hold" order would be changed to an Age of Empires 2 style "Stand ground" order, so the "you can not move until I tell you to" order would not end with your next order, only if you specifically tell the unit that the "Stand ground" order is cancelled, the brigades (regiments?) would be a lot easier to control. What do you think?
  18. Sometimes it would be more convenient to use a pre set order system, like in War Thunder for example. There were a lot of flag signals which would be historically accurate and handy at the same time.
  19. Bird Hunter and Surgeon Simulator minigames are fun features to kill time while sailing in OW.
  20. Meh... 1 repair per battle (like it is now) is fine I think. This sounds really gamey.
  21. It feels like random fire mode fires the broadside faster, because the rolling broadside always has to wait for the gun before to fire, while in random, they fire as fast as they can. I don't use it a lot, but I don't see why it should be removed.
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