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Zargor

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  1. Crew management, yes! It is currently sorely missing and making the game very arcade, even Pirates! had better management.
  2. Yes yes yes please, but I will go as far as adding some variance to the battles with wind being able to turn, squalls and wind dying at moments. This will add so much sailing depth into the game!
  3. I agree, if there is risk then there needs to be a reward, otherwise no reward = no risk.
  4. Don't care. Because of durability loss there is no point in these battles, last time I participated was in the Basic Cutter. Better save my ship for OW that actually matter. So a bit of a pointless option for me but if people want it, let them have it.
  5. This sounds great and the screenshots are gorgeous, can't wait! Will damage be implemented for running aground? Sailor's worst enemy is always the shore in the end
  6. Also, going the ban way is a slippery slope. What about other potential tags like these, are you gonna pre-emptively ban all those combinations?: IRA ETA UPA SALO FARC etc... there is many more that somebody will find offensive while to others it will mean nothing. Banning hardly solves anything given alo you will start seeing shit like 18, 88, 14 and more exotic derivations.
  7. I aggree on exploiters but ban the racist? Are you sure you want to go there? Because I see disrespectful talk often in national chat and sometimes it's very hard to say who is RPing vs who is just a cunt.
  8. The best way to counter such behaviour is to make fun of them. Call them self-service or any other pick from here http://acronyms.thefreedictionary.com/SSand laugh at them. Bonus round: http://acronyms.thefreedictionary.com/KKK- I especially like the "Kitty Kat Klub"
  9. http://www.imdb.com/title/tt2017038/
  10. Well, there goes another mechanic to distinguish the pirates - members of national navies would be fine but doing it while Pirate would mean having to endure certain risks
  11. Agree! Something I was thinking just yesterday so opened this thread in suggestions: http://forum.game-labs.net/index.php?/topic/12135-implement-set-of-minimum-conditions-under-which-npc-crews-will-surrender-avoiding-uselessly-protracting-fights/
  12. I agree that sending a ship to port with full cargo at a cost of minimal crew would be great. This shouldn't happen instantly but have an average time attached to it. As for having the ship lost while in transit, that would be a good thing to compensate a capture spree - you still can capture lots of vessels and if you are lucky you will have all the cargo but on a bad day you would lose some along with the crew + risk problems due to under-crewing of your own ship. I remember when playing Pirates Gold! this was an ever present trade off - keep the ship and weaken your crew? throw cargo overboard? continue privateering while undercrewed? Switch to the new ship? It worked well however we need proper crew handling for this, at least the basics of losing people to boardings and prize ships.
  13. After several battles against NPC ships in the missions I have found very irritating and unrealistic how currently the surrender works. Fundamentally most of the time the only option is to shoot the ship to pieces or kill all the crew through boarding. Even with only 1 crew member left, the NPC ships still sail and maneuver making some fights unnecessarily long. I would suggest to implement a set of conditions that would trigger the NPC surrender. These probably would be multiple ones like: NPCCrew less than 25% OR SailCondition less than 50% AND NPCCrew less than 50% of PlayerCrew (ex 25 vs 50) OR HullCondition less than 10% on at least three sides OR Un-repairable leak present etc etc Any thoughts?
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