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About Farrago

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    : I sail for the Dutch

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  1. Farrago

    [Tips] One liners.

    "Alts are not Allies."
  2. Farrago

    Collisions and crew damage

    Wow! Thanks for linking to this.
  3. No. It will have OP structure. 😂 But seriously @admin thanks for the update. It sounds like we're headed in a good direction. I know that dates are subject to change but you'll have a happier, more participatory populace if you're able to give us an update every week or two on how this is all progressing.
  4. Farrago

    Collisions and crew damage

    I get it. You like to board. And you're good at it. I prefer ship to ship gunnery and sailing but I'm not advocating removing your (or my) boarding option, but just in removing as much illogical magic as possible. All mods and options -- both offensive and defensive -- should be on the table during testing. So, you want to be able to board at higher speeds? Okay. Perhaps. What percentage of your crew do you think would be fair to lose just as they try to move from your ship to the defender at high speed? How many swing across? 20 or 30 seems high. How many of them would not become casualties within those first seconds surrounded on a hostile ship? How about as attacker, the first several rounds of your boarding action you can not bring all of your crew numbers to bear as they can't all get over the side simultaneously? The first waves of attackers would get slaughtered. I'm okay getting rid of determined defender but only if we find as-good-as-possible ways to simulate the difficulty of one naval ship to capture another naval ship when the attacker does not have a huge numerical advantage. Until the ships are completely stopped and after some time in hand-to-hand combat, all advantages lay with the defender (except of course with the element of surprise). Obviously civilian traders would be unlikely to even defend against a boarding action unless they feared certain death in captivity.
  5. Farrago

    Collisions and crew damage

    Yep. The command must go out “All hands brace for impact!”
  6. Farrago

    Collisions and crew damage

    I know simulating collision damage was tried and failed, but with our current unrealistic boarding capabilities or sometimes lack of (determined defender), perhaps it’s time to relook at some options. First, I don’t know if it is always possible for the game to determine who rammed who. I also don’t if the game can determine the speed of the collision. But... Here are some options: Damage and leaks to both parties, the lighter ship sustains worse damage. Possible immediate rigging shock as well. But even more important and perhaps easier to implement. A use for the BRACE COMMAND. If there is a strong enough collision and your crew is not braced you receive significant crew damage and go in to crew shock.
  7. Farrago

    Hugging, boarding, and determined defender.

    Having trouble hitting the little guys? I’m sure the pros already know this, but... Hints: You know those Swing Beds & Elevating Screws and William Congreve Sights that you have so many of? Use them. And as soon as you start to run, you’re playing their game. Fight.
  8. Farrago

    Questions to developers

    I hope not. Do you really want to not be able to do what you want that day during your game session because of bad winds?
  9. Farrago

    Proper ability to scuttle ship

    Press scuttle button. All sails go down. All combatants get message Capt Farrago is abandoning ship. 3 minutes later, 75% of the time the ship blows up. If the ship is boarded prior to those 3 minutes elapsing, the timer stops and ship is not scuttled. (It would not be a boarding action but the simple X.)
  10. But how long should one be able to live sailing solo attacking in a nation's capital waters?
  11. Farrago

    War and Peace

    Clan owners should have options for their ports: Only clan access Only clans on friendly clan list Only nation access Open to all Green on green is allowed This encourages both clan and national diplomacy. It would give nations the ability to police their own waters. If clans don't cooperate or allow other clans in their ports would see a drop in tax revenue and could find themselves in a civil war. Clanless or solo players could form their own clan and establish relations with other clans or they could continue to go it alone using national ports or smuggling. A clanless player who wants to participate in RVR can temporarily join a port battle clan as a hired gun. A clan that farms its own new clanless or solo players could and should quickly arouse the ire of other clans. For all this to work well, at least clan affiliation should be visible in OW.
  12. Farrago

    PvE Experience and PvP Experience on ships

    I would be in favor of differing PVP vs PVE experience if it was part of an overall reputation system which is built -- or torn down -- by combat, trade, crafting, national participation, etc. even including a feedback from opponents. An "honor" score if you will.
  13. Farrago

    Caribbean Invasion News

    The French saving Hispaniola from Russians by attacking the Dutch. Not sure how I feel about that but we came knowing we were gonna die. I hope a few of them had fun as well... we Dutch did. We now know an exploding Frigate can kill everyone on a Hercules. Sorry, Redneck, those were good men.
  14. Farrago

    PVP rewards for ship return to port

    I'd take it even further: reduce PVP rewards for sinking the enemy; 3x PVP rewards for returning the prize to your nation's capitol. Prize if claimed for the PVP marks must be turned in to admiralty but you receive one of its permanent mods.
  15. Farrago

    [Tips] One liners.

    "Use superior numbers wisely. Your strength is in mutual support."