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Elric

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About Elric

  • Birthday 10/02/1955

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  1. Make sure you arm your indiaman, and get them to shoot sails when the battle starts. While you have limited control over your fleet ships, you can change their orders to pull the fleet together using the follow option for a short while. Use an escort ship with good fighting ability and enough speed that you are not slowing down all ships in OW. I would suggest using longs for broadside cannon on both the escort and the indiaman to make shooting sails more effective. Many players fill their traders to capacity - this slows down those ships. Consider using two traders at half capacity rather than 1 trader totally full. This not only speeds up each trader, but gives you a chance of escaping with half your cargo and sacrificing the other trader to let you get away. Empty, a fir/fir indiaman reaches 12.8k max speed. Half full that speed drops to 12.0k, totally full, the speed drops to under 11.0k. Place a small amount of repairs (sail mainly) on each trader. Then if you lose your escort ship and end up on one of the traders, you can at least repair sails to help avoid being a sitting duck if you get tagged again.
  2. The X and Y circles on each port - are these the AI spawn points for Raider PB's? Your github documentation does not mention these.
  3. Extra Clan Warehouses Allow Clan Creators and/or Diplomats to each buy 1 additional clan remote warehouse up to a total of 4 additional remote warehouses to be setup in different ports to the main CW. This could be a reduced size warehouse with just 20 slots to allow storage of repairs, cannon and upgrades for the clan officers to withdraw similar to other clan warehouses.
  4. Having content was nice - but 2-3 and sometimes 4 PB a day was excessive. If only we had 4-5 PB's a week, it would have been a nice pace.
  5. Any ports being captured by AI should be turned over to the lowest ranking nation rather than becoming neutral
  6. Run multiple PvP zones each day during this time
  7. Elric

    LGV Refit

    I have one of the few LGV Refits in the game - nice ship. It would be nice to craft these.
  8. timer costs should be in line with port BR with capitals getting charged more - for example: 20k - 250k / day for capitals, 200k for other ports 10k - 125k per day for capitals, 100k for other ports 5k - 75k per day for capitals, 50k for other ports 2.9k - 250k / day for capital 900 - 75k / day for capitals, 50k for other ports. Without this, we are going to see more and more empty port battles.
  9. Personally, I feel there should NEVER be 100% crew kill from these explosions - except on the exploding ship. The battles are become more of an arcade game. Not what I expect of a game that promotes itself as a realistic naval combat game.
  10. if fire ships can only have very reduced crew, then their sailing / turning ability will (or at least should) be very reduced - and once set alight, the crew should abandon ship and leave the ship on a fixed course. Won't there be an issue with having very reduced crew, in allowing far more big ships into a PB?
  11. admin, I don't see any of the players in this conversation supporting how the exploding ship mechanic works today. When the majority of players on both the defending and attacking side in the battle today all seem to agree the results are far too extreme, you really should take notice.
  12. Here is an example from today of the extreme nature of fireship damage. 100% of the crew killed, yet in this case very little sail and mast damage. When so many players (some of both sides) are instantly eliminated from battles, it doesn't help the game. While it may technically be possible to kill 100% of the crew on a ship, you would expect some crew members to survive - and the ship to sustain much more physical damage. This mechanic needs to be revised and moderated immediately if you want players to continue playing.
  13. VSC Blockade Runner Module Made in workshop 25 Fir (seasoned), 100 Hemp, 100 Doubloons, a treatise on rigging handling. Only applies to trader ships 2.5% increased speed 20% reduced visibility range - so the ship can see enemy ships before they can see you.
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