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Uilleam

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  1. Hi, thank you for putting up this thread. 1600 hours plus in the game, Rear Admiral Rank, level 50 crafter... Magic moments, many in fact...the first time I saw a ship blow up in combat. The time the ai ships I was fighting all glitched and ran themselves up on the land. The last one was the hardest to sink as it was up so high I had to find the right spot to shoot at it from. First time I saw a mast come down. First time I successfully captured an enemy ship, first time I captured an enemy players ship. First time I blew up a tower in a port battle. First time I capped a tower in a port battle. There was a fleet mission with some friends. I believe we were all in 4 or 5th rates and the enemy fleet (ai) was all 5 rates. I had 2 ships that came by me to either side at the start of the battle. I used the bracket keys and fired both broadsides at once. Put several leaks in one, and de-masted the other. Pure luck. I've tried to redo that, and its never happened again. There was a port battle, against the British. They were losing and their best player (and one of their biggest ships) was in trouble. Three of our guys were on him. At the last possible second he turned and boarded on of our ships....captured it, and took off again in a ship that was essentially undamaged. He almost survived to the end, but I'll never forget that move, was just classic. Another port battle, first time I sank an enemy players ship during a port battle, at that time I was very good at surviving the battle itself, but only had 'assists'. I had put a good hit on this one ship, and he got cut off and hit again by someone else. He tried to break out of the battle and make it over to 'his' side of the map, but I decided to go after him. I took him out, but, ended up on the wrong side of the line. I saw there were 2 enemy ships heading my way. To get back to "my side" meant going to either side or up the middle of a group of enemy ships. I figured I was dead anyways so I went up the middle. My best guess is they were watching ships to the 'outside' of their group, either they never noticed me, or the broadsides facing me weren't reloaded. No way I should have pulled it off, but I got through, some damage, but not enough to worry about. Talk about an adrenaline rush! Another port battle, actually a series of them, we wanted to take this British port and the Brits kept putting up a strong defense. We fought over that port for like a week straight (before the land in port patch and LONG cool down periods). It was pretty much a stalemate, we kept coming soooo close to taking that port and they kept holding it, or taking it right back. They came out with diplomacy right after that, and we ended up being allies. They told us they didn't think they could keep up the attrition in ships much longer, lots of respect earned on both sides in those battles. Not that you could that again today with the current port battle system. Then there was the time the pirates tried to take one of our ports. We set up a picket line, 1 ship just in visual range of ships to either side. When the pirate flag bearer showed up, we chased him down. Got him in battle and he led us a merry chase through the islands in the bahamas. Someone set him on fire as I got close to him...and he rammed me which set my ship on fire...his fire went out, my fire went out, and I caught up with him at the end as we sunk him. Was an epic battle and well played by the pirate player. He came very close to getting pass our screen. Again, not going to see anything like that again with the current port battle mechanics. Or, there was the time I capped a pirate second rate...only my team mate was afraid I was going to lose, so he blasted the ship at point blank range and set it on fire. It blew up! I got damaged, got an assist kill on another one of the pirates big ships, but too much had been lost and I was sunk myself. Was a great fight though. Haven't been able to participate in a port battle since the new game mechanics...man I miss them though. Magic...back in the day when you didnt need to burn a couple of hundred hours to get 'skilled' in a ship. I miss the old days of this game.
  2. In addition to the comments above, was very depressing going back to PVP 2 and breaking up ships...I remember this one was given to me by someone on a certain occasion, or that one was one I used in a particularly fun port battle, or that one is down to 3 dura as I was sunk on this or that occasion...so there were memories associated with a lot of those ships. Sad day to have to break them up... Uillam.
  3. I switched to PVP 1 after I lost a ship in a battle between US and Pirates. US had 15 ships, pirates had 10. Pirates sunk 5 ships with no losses at all. In my case, there was a pirate L'Ocean, which sailed faster than my ship, and sailed up to me, blew me out of the water with little or no damage taken by the L'Ocean. From that point to now, I have no desire to play against pirates in this game and that was the reason for switching servers. A) No ship that big and heavy should be faster than the ship I was in, B ) Pirates would NEVER have that large of a ship in the first place, C) Pirates never had fleets that size, all of 1st or 2nd rates (or otherwise). Pirates have speed and boarding advantages, but no offsetting disadvantages...but where I was located in PVP 2, Pirates were pretty much all I encountered. I'd been increasingly frustrated with the pirate 'nation' and that was the last straw, haven't been back on PVP 2 until yesterday when I broke up most of my existing ships and about a 12 gold upgrades. SO, playing as a US player on PVP 1. Only available source of silver is in the bahamas (recently captured by the swedes). Only source of Mahogany close to US territory is in Carahatas, which is in the Region controlled by Remedios. There's a Port Battle about to start in Remedios. Was actually asked if I wanted to join....so looked at the map view...I don't have anything near that would be of any use. (It appears to me that after the wipe, resources to build ships are going to be even more critical. There are 8 nations, but there are resources that have fewer than 8 ports where the resource is available. Spanish and English have access to everything, smaller nations not so much, and where access does exist, the resources are spread far apart (and often are in shallow waters) so it makes for multiple long sails, and you can't fleet up heavy ships to protect the trader ship. The shear grind of moving resources from source to where ships are being built just takes up so much time that there isn't time to do anything much for fun. Then, in my case, I have to get to or go past a free port,...)...which lead to my last action in the game.... I left the map view, sent a reply that I couldnt help (which if you've read any of my recent posts, not getting into PB's has been driving me crazy). Closed the message window just as a Spanish player with 2 fleet ships came into the open world out of Cayo Biscayno, and I was too close to the port to maneuver away, and too far away to enter the port before the battle started. In fact, I had just enough time to destroy a Trader Snow full cargo hold of mahogany before the battle got started, then I hit surrender. Once my ship had surrendered, I quit the game. I'll be back on later tonight and over the next week to transfer my materials and resources to the group I've been playing with becauwse at this point 'm done with the game. I'll check back in (probably monthly) to see what progress is made on the following issues: Pirates, Port Battles, Free Ports. Port battles: Please bring back the old way of port battles. The current way just sucks. Before we would plan a battle starting with when where and who should buy the flag. We would plan where and when we would actually attack. We would plan on whether or not to buy false flags to confuse the enemy. Sometimes they guessed right, sometimes they guessed wrong (and sometimes an enemy would have an alternate account in our nation as a spy...). Sometimes they got our flag carrier, sometimes we got theirs. Sometimes you showed up to a screening force, sometimes you got into the PB and no one was there (granted, that happened more often than it should), but the thing is, there were more battles and it was LOTS more fun. A favorite battle happened once where we had a picket line of ships along the likely line of approach of a flag carrier...had a great chase to catch him, and he put up a great fight before finally sinking...was 'epic'. NOW...everyone has time to prepare, but not everyone that got the hostility up is available for the battle. "We can't do this battle as it's the wrong time", "its a holiday in the other country today", don't come unless you have "___"[fill in the blank] ship... There is no chase, no tactics, there is always a huge screening force in front of the port. For my part, I'm not willing to keep being frustrated like this over port battles, so count me out till this gets fixed, or if it's not going to be fixed, hey, its a good game, and I got my moneys worth out of it and then some, but, I'm done if that's the case. Free ports--existed because the powers back in europe agreed not to station war ships in or around free ports. The way it is in the game, Free ports are super fortresses, all nations use them to station war ships and are able to attack traders at will. If enemy forces show up, you just pop back into the free port. I've stated for months that this is a game killer. Just lost my last ship to this. I'm done, not rage quitting either, this has been driving me crazy for months and now I concede, I can't succeed at this game...not when I can be attacked like that and the other player just ducks back into port anytime theres a force that could fight him. I can't keep playing the game where this goes on. I've been doing the same tactic myself lately, but it sucks. So again, For my part, not willing to keep being frustrated like this over free ports, so count me out till this gets fixed, or if it's not going to be fixed, then, hey, its been a good game, and I got my moneys worth out of it and then some, but, I'm done if this isn't going to change. Pirates, same thing, they haven't been that bad on PVP 1 but their power base is growing so will only be a matter of time before having to deal with them. If they remain the same as they have been (and no criticism here of the pirate players, I'm talking just game mechanics), then again, I'm not willing to keep being frustrated like this over pirates, so count me out till this gets fixed, or if it's not going to be fixed, then, hey, its a good game, and I got my moneys worth out of it and then some, but, I'm done if that's the case. I had a fourth issue that was driving me crazy, getting pounced on by an enemy fleet after winning a PVP battle, the current system is much improved over the old system and I've had several PVP battles since the change has been implemented. PVP battles have generally been fun, win, lose or draw, and I think you've done a good job with that part of the game. But, I'm done as I just am not having fun with this game the way it is now. Again, I'll be on a few times to transfer resources to my fleet members (refuse to use the word clan to describe a fleet!), then again after the ship wipe. After that I'll pop in or check the forums monthly till things change, but I don't see myself coming back unless or until things improve. Best wishes, and I really really hope you'll make changes that allow this game to succeed, could be the best game ever in my opinion, if you just fix a few things... Uilleam.
  4. I'm ok with ships having only 1 dura, and from what I understand of the skills being implemented, that also sounds good, but, if you restrict opportunities to acquire ship building materials, you will see the situation develop where players won't want to risk their ships in combat due to difficulty in replacing. I used to play a game where the server would reset when victory conditions were met (would take 2-4 months), it would take a few days to a week to build up to the largest available ship, and once at top rank, it would only take a day or two have the ability to replace the ship within hours of, or even less than an hour of losing it. I would have several PVP battles a night. In this game, my PVP battles are once a week or so, and I have certain ships that I have never taken out of port as I don't have the means to replace them. Likewise, I hope you'll bring back individual port battles instead of capitol only battles capturing the whole region. As it is now, you've killed PB's for me. Battles are too important, so I've been told not to show up for a battle (1x), no one wanted to engage in the battle (1x), forgot what happened the 3rd time, but so many battles were outside of my timezone, I'm not even checking the map anymore. 3 months of trying and I give up. Likewise, when you had fine woods, only thing I could craft was fine fir there for a while....so very glad you got rid of that. Thank you for that. The point I'm trying to make is you keep throwing barriers in the way. If you would loosen up some resources and allow more opportunities for port battles, the game would become a lot more fun. One restriction I hope you will make though, please either do away with free ports, or make it where you can't enter the port once you've been targeted for an attack. Sick to death of players sitting in front of the port and they effectively can't be touched. To be honest, I do the same thing now, but I hate it (and my game play has fallen off to the point were I only come on every 2 or 3 days to burn up some crafting hours so I don't lose them, mainly making a thousand logs to get a around a 100 compass wood--BORING! Bottom line, beautiful and unique game with lots to be commended, if you'd just remove some of the restrictions and let the game breath, instead of choking it off (like with the proposed restricted economy, that thankfully you've decided NOT to do!). Best regards, Uilleam
  5. Just wondering if there could be an option to do a port battle the way you can do a mission now? Wouldnt be anything to affect the map, would happen when enough people signed onto it? Cause, I haven't been able to get into a port battle now for like 3 months. I'd like to see one before I quit the game completely, (I'm only coming on now to do some crafting for friends). This weekend there was a PB, but Nation chat was full of comments about not joining if you don't have a first rate...just now today crafted my first 1st rate on the PVP1 server, so, didn't go to the battle as I wouldn't have been welcomed. So, other than watching one on youtube, maybe a "mission" for Port battles could be added like the small and large ship encounters? Might be fun for others too. PBs were my favorite thing in the game, so not being able to participate for the last 3 months has been a major blow to my enjoyment and being 'dis-invited' to the last one kind of put me over the edge. Last tweaks were generally good. I've been able to get into some PvP fights which were a lot of fun (even if I lost most of them). I'm just finding the shear number of hours required, the harrasment of my merchant ships by all nations coming out of freeports, and the general scarcity, and distance to go to get required materials has pushed the game out of the fun category and into being more of a chore (US flagged player) I wish you all the best with the continued development and hopefully some of the changes you've proposed (and maybe re-arranging where the resources are, and making freeports only open to merchant ships...much more like would have seen historically...), anyways, hopefully the game will develop to where I can participate and have some fun with it, for now, pretty much done with it. And why is it that a US regional capitol has no fortresses protecting it? Best regards, Uilleam
  6. I understand your comments Mr. Doomed, but, you overlooked that those who had access to ships were buying ships, not building them, and warships were not sold unless you had a letter of marque, which pirates wouldn't have, ALTHOUGH, some who had such letters were later deemed to be pirates either as a result of actions they took or changes in politics. So, yes, you can make a good argument they would have had some access, but they wouldn't be able to freely get larger military ships, or cannons. Also, agreed, common crew members had some chance at being unknown,however captains would be likely to be recognized. A great book on the pirates is "If a Pirate I must Be" (might be a partial title, but will get you there if you look it up). So, no, the idea that a pirate could just go into a port and buy a war ship and cannons isn't a true representation of the history. I also recall watching a documentary on Captain Teach (Blackbeard) where they found a shipwreck of one of his ships, and also on a ship that pirates had sunk to block a harbor and both ships had mismatched cannons. I think my suggestions are still very valid, and the degree of implementing them would take some fine tuning. I appreciate your comments. Even if I grant your comment about common merchantman or privateer, I don't know of any cases where they were granted higher level ships...
  7. The game comes across as very realistic, and each update seems to make it even more so. There are some things that jar (and feel more out of place after each update), as they just don't fit, like "clans" instead of "Fleets", or being able to sail by a huge enemy AI fleet with impunity as it never attacks on its own initiative. The way the pirates are now is the same, it just doesn't come across as quite being as realistic as the rest of the game. I have some ideas for pirate benefits, as well as some liabilities that would, I think, (hope) still keep pirates as a faction that people will play, and also be a better fit to the game overall. Benefit: Pirate ships are faster than other player ships Historical basis: Pirates were fanatical about keeping their hulls cleaned, but they lacked shipyards to clean larger ships. Tweak: 5th rate ships and below should keep this benefit, Fourth, and 3rd rate ships should have no benefit, and 2nd and first rate ships would have a minus speed benefit (this also being one reason pirates didn't have larger ships). Benefit: Pirates were better marksmen with guns than even naval marines Historical basis: Pirates had to make landfall and hunt game for food. They had more practice then their military counterparts, and if they didn't become good shots, they went hungry. Tweak: Pirates should have a plus with regards to handguns, and muskets Benefit: Pirates should have a benefit when boarding ships. Historical basis: Everything they did was to ensure ships they wanted to capture would surrender quickly. tweak: Pirates should have boarding bonuses for boarding ships, more so for merchant ships. Liabilities: Pirates didn't have shipyards, even if they did, they wouldn't have naval architects, carpenters, craftsmen, etc. to man the shipyards. Pirates should be limited in the kinds of ships they can craft, offsetting this, they should be able to keep ANY ship they capture. Liability: Pirates didn't have access to brass or iron foundries or casting houses (as per shipyards) Pirates should be limited in their ability to purchase canons above a certain size. Also, pirate gunnery should have a negative modifier above a certain class of cannon as they were challenged to outfit their ships with cannons that were matched sets (another reason they didn't have larger ships like 3rd 2nd and 1st rates). Pirates would be limited to 9 or 12 pound cannons, and large ships (3rd, 2nd and 1st rates) would have negative modifiers to accuracy and damage. If the above were introduced, then pirates would have some significant advantages with regards to 5th rate and lower ships, but would be disadvantaged with 3rd rate and higher ships. More of their ships would be captured ships and fewer would be crafted/purchased, so to be fair, there should be an additional tweak to hit points (or improved damage control...etc) to off set the loss in durability. They would retain an advantage in boarding. 4th rate ships would be on average the same as all other nations. An additional idea would be to allow them easier access to all ports, but have a slight chance of being discovered (in reality, getting caught historically would result in being hung or placed in a gibbet at the ports entrance so all could see the dying pirate, or his corpse)...in game, maybe would result in the loss of the players ship and cargo, or possibly a percentage of wealth in fines (bribes) to escape. I think the above would make pirates a lot more realistic. They gain advantages at the lower level ships, are on par with everyone at the middle levels, but have some disadvantages with larger ships, they lose ship crafting ability, and lose easy access to cannons, but gain the ability to retain all captured ships, including 1st rates. Plus they would have boarding bonuses at all levels. One thing I don't have a suggestion on is fleet size. Pirates only very seldom operated in fleets and then only small groups of ships (up to 3 ships, not very often more than 3). Pirate captains generally didn't submit to another pirates authority, and also there wasn't a huge amount of trust when it came to splitting the spoils afterwards. A large decrease in the amount of prize money and goods could be imposed if the pirates had more than a certain number of ships in a battle but, I can't think of an offset to that (and I did come up with offsets for everything else). As the game is now, it seems pirates have advantages, and no disadvantages and are more like a separate nation than a loose confederation of outlaws. Assuming the game coding would allow the tweaks I'm suggesting, I think the above would make pirates be more like pirates, and still keep them as a viable faction.
  8. Hello, I would like to suggest that when the game does launch, some tweaks be made with regard to the starting map(s), plus a couple of other ideas. Map: All nations have equal access to resources to build ships from the start (or all have the same number of resources unavailable). Bring back the ability to 'see' what each port produces and consumes by hovering the cursor over the port (currently can see what ports produce and what ports have an item available, but can't see what the port produces at a glance). Would rather see all ports be captured one by one in a region than the winner take all of taking the regional capitol. Also, is there any reason why a large defending fleet can't be generated when the port is undefended? Other ideas: All Blue prints be obtainable (so all players have equal chance to obtain them), and also, especially given how making ships is harder now, the grind to obtain BPs should be made easier. Add a separate category in the shop that shows ship building items (separate from trade goods). I like what you did for capping Battle ratios in the rookie area. I wonder if that would make sense in the open world (but higher ratio)? Maybe be a way to end the situation where a player wins a PVP battle only to be attacked by 7 times the number of ships on exiting the battle? Why I think the above should be done: Every nation should have sufficient resources available to be able to craft ships from within its borders. Which means that there be at least one of each type of resource needed for each nation (granted, nations with lots of ports will likely have more than one port for some of the resources). At least one each, for wood type one iron mine, one silver mine, etc. for each nation. (Though a nasty thought occurs to me, that there be one resource missing from each nation, including the large ones, and that resource be somewhere that's hard to capture the port...). Point being, all nations start out equal in terms of making ships (or equally handicapped...). This might entail bringing back some of the neutral ports? I don't think it needs to be a large tweak, just some refining and relocating some resources to give all nations a fair (er) shot when the server is wiped at game release. IF there is only ONE source for a given resource on the whole map, then it needs to be near the middle of the map (will generate a lot more PVP that way than having it all the way out on the edge). I'm a level 50 crafter, and I'm hoping experience won't be reset (game testers deserve something, right?), but if I were starting from scratch, (and I am somewhat on PVP1), with the current system, it will take new players an exceptionally long time to gain Blue Prints (unless, again, there is a tweak to resource allocations). Maybe the maximum likelihood of a blue print dropping should be with the common level ships? If so, then maybe there should be no chance of a blue print dropping when making mastercraft or exceptional ships. That would give an added incentive to making common ships and take away an incentive for the higher options. It would be nice to have the ability to hover the cursor over a port and see what it consumes and produces (not what it has available) as in the way it was before the patch. I've figured it out with regard to the map option for traders, but again, just trying to think what the initial experience for new players will be. My initial reaction to the current patch was that I felt a bit overwhelmed. Its making more sense to me as time goes on and I'm liking it more over time. BUT, it's going to be a very steep learning curve for new players. One thing that would be useful (again, trying to think what a new player is going to experience), would be one more category in the shop, now we have food resources and resources, could there be a ship building resource category as well? As it is, I can see where even some experienced players could buy some material thinking its needed for a ship build, and then find out it was some different variation that was needed. Keep up the good work and thank you for what has been a very addictive game so far.
  9. Server wipes... I used to play a game that had a definite end point....when one side had more than 50% of the territory or economic resources, that side was declared the winner and the server reset. Everyone started from scratch again. In that game it only took a couple of weeks to max out on rank. I wouldn't mind if there was something similar with this game, but since it takes so long to rank up,i think keeping some portion of your skills/ rank would make sense. But, my understanding is the developers want the servers to go on indefinitely. I don't think this will work as eventually one side will dominate, meaning if you're in the losing side you either will need to switch servers or switch sides or go to a different game. Uilleam
  10. I really like this game, I like the ships, the map, sounds, but... A freindly port is captured....I can't even try to retake it for 2 days, bit the enemy can use it to attack deeper into freindly territory as soon as the server resets.... Greetings towns aren't neutral territory for trading, they're invincible military bases, only you can't build anything there but shipyards... I'd like to do more PvP, but, if I win the battle, I get attacked by multiple enemy ships, also, no telling if my opponent has the perk that prevents me from leaving. I beleive knowing when to try to escape is part of the strategy, but with the control perk, and getting attacked by overwhelming force after every PvP - one on one-time battle I've been in, it's a waste of time to even try... Speaking of time wasting, just got another bottle that spawned a shipwreck so far away that to go there would literally take all my available game time tis evening. I sold my last one in port....not alone in this, there were 58 bottles that had been sold in that port that day. Honestly think the bottle thing should go away. Speaking of daily issues, if I don't jump on the game at 4 am US eastern time, I'm finding I can't make much money trading when I get home from work as the ports are so often saturated the selling prices are at 1 gold per unit. Speaking of timing, seems I can only take part in port battles on the weekends as otherwise the timers are set for hours I'm at work or asleep. I think I'd actually love this game,except for the barriers to: Having 1 on 1 fights Participating in port battles Being able to retake ports The whole bottle thing... Yep, would really love this game, if only I could play it. Then there's the whole thing of people having multiple accounts to.... Pull in extra bottles Feed crafting resources, materials to the main account, And worse of all, act as spies across nations so as I to foil opponents planning (cheat). Also caught wind that possibly some people have a cheat that allows their side into port battles after the battle should be closed allowing their side to swamp the opponent's side. Yeah.. this could be a great game, but not for someone that works for a living and just wants to play as 1 person, playing straight up. Still playing, but not sure for how much longer. Uilleam
  11. I like the idea of a heat map, maybe a red dot where battles occurred yesterday, fading to yellow after 2 days, then white afterc3 days, then gone after 4? An option for paying a bribe then for more details would be nice, with a limited chance of getting some Intel on the days battles. There were comments on different play styles (PvP versus trading, versus crafting). I created a thread about possible victory conditions and I think the ideas/ viewpoints mentioned here would or could be helpful on that thread also.
  12. How to keep the most populous nation from winning by default? Given the progress towards the victory condition(s) are displayed and so therefore known to all, the other nations would have an incentive to team up against the leading nation. Depending on which condition the leading nation is leading on would change the what the counter strategy would be. How to balance the restart? I hadn't considered this question...I was thinking the game would start over from scratch in terms of ships and resources, with some portion or percentage of XP and crafting skills being carried over from the previous game so you wouldn't have to grind through the lower levels of crafting and ranking up. So...maybe this isn't a great suggestion? Maybe others will have some comments on how to implement it in a better way? In think without a victory goal to work towards that once you hit top rank and have a latge stockpile of gold, resources and ships, all that's left is capturing ports, and eventually one nation is going to dominate by having an increasingly large number of ports. Another aspect of this, once a nation is reduced to only having its Capitol, ( or some small number of ports), the players should have the option of changing their allegiance to a different nation. Anyways. Unless the devs want to make it where ports always eventually revert back to their original status at some point, eventually one nation will become dominant by having a large majority of the ports, so my thought is to create multiple paths to "winning". What should carry over to the next game after one side wins is a good question. Thank you for posting and I look forward to seeing some more discussion in this.
  13. I see a lot of comments, both pro an con, about different behaviors, plus terms being used like "seal clubbing", and "banking". I think some of the criticism would be resolved with known victory conditions...that which brings your nation closer to victory is good, and that this does not is bad. So, some possibilities: When one nation controls X per cent of all ports. The first nation to reach a milestone for economic growth (either in tons of goods traded, or number or percent of players above a certain wealth criteria. The first nation to sink a total amount of enemy ships (either by tonnage or battle rating). The first nation to have X number of Players at the maximum rank for that nation. The largest nation ( by one of the above criteria, or by number of ports) at the end of a set time criteria (2 months? Maybe 3 months). Largest fleet size, achieved when one nation has a higher total battle rating than all others by some percentage of total battle rating for all nations, or the first nation to achieve a set be size. Some combination of the above. The status for (each) criteria for each nation could be listed on the conquest information part of the map. As a result, it could become more or less important to build up economy/ trade, build more ships, win more battles or have more ports. U think this or something like this would add a much deeper strategy element to the game. I'm sure other victory conditions could be added to the list, but one from each category (military size, economic size, total conquest...) should be selected so there would be more than one path to victory....maybe a special path for the pirates even. Just my suggestion for improving the game. If this is adopted though, I'd like to see some kind of cool graphic celebrating the winning nation at the end.
  14. Instead of a prolonged cool down, consider port battles in terms of the impact they would have. My suggestion is that the local population would be loyal to their homeland, and would only change allegiance slowly, so initially 100% loyal, but each time an enemy fleet defeats the port defenses, loyalty decreases say 36%, when defenders win, loyaltyvgoes back up 36% to a max of 100%. It would take 3 successful battles to make the port neutral, the next successful attack would flip the port to the attackers nation. The numbers could be different, just suggesting an initial idea. Ships stored in harbor could add a modifier as well. No timers under this proposal, and no cool down either, but would take multiple successes to flip the port....at least 1 to make neutral and not to flip, or as suggested above.
  15. Variable wind conditions would add a lot, as you would need to take the weather into consideration more. Historical battles were sometimes lost or won due to changes in the wind. A storm moving across the sea could provide a situation where you have to react appropriately or possibly sink or take damage. Sailors of the day had to fight against the weather to survive. Please don't add chasers if the ship didn't have them, as the ships were designed the way they were for a good reason...balance/ weight, costs, usefulness, etc.
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