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Cetric de Cornusiac

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Everything posted by Cetric de Cornusiac

  1. Cetric de Cornusiac

    Deutsche Spieler Ingame

    Wer genauer hinschaut, sieht sie über und über mit goldenen Lilien bestickt.
  2. Cetric de Cornusiac

    Deutsche Spieler Ingame

    Ich hab's ja ein bisschen mit der historischen Orientierung. Und es gab nun mal kein "Reich" das in der Karibik irgendwelche Kolonien aufgemacht hätte. Preussen hat sich zeitweise mal ein Inselchen, Saint Thomas, geleistet, aber auch nur per Pacht "für 30 Jahre" von den Dänen. Ansonsten, was für kümmerliche Unterfangen: <<In 1684, Brandenburg-Prussia was denied the purchase of the French islands Sainte Croix and Saint Vincent.[83] In November 1685,[84] after a failed attempt to purchase Saint Thomas from Denmark–Norway,[83] a Brandenburg-Danish agreement was reached that allowed the Brandenburg African Company to rent part of Saint Thomas as a base for 30 years, while the sovereignty remained with Denmark and administration with the Danish West Indies and Guinean Company.[84] The first Brandenburgian vessel arrived in 1686 with 450 Slaves from Großfriedrichsburg.[84] Brandenburg-Prussia was allotted an area near the capital city Charlotte Amalie, called Brandenburgery, and other territories named Krum Bay and Bordeaux Estates further west.[84] In 1688, 300 Europeans and several hundred slaves lived on the Brandenburgian estates.[85] In November 1695, French forces looted the Brandenburgian (not the Danish) colony.[86] In 1731, the Brandenburg-Prussian company on Saint Thomas (BAAC) became insolvent, and abandoned the island in 1735.[87] Their last remains were sold by auction in 1738.[87] Brandenburg-Prussia tried to acquire Crab Island in 1687, but the island was claimed also by Denmark, England and Spain, and when a second expedition in 1692 found the island in Danish hands, the plan was abandoned.[88] 1689, Brandenburg-Prussia annexed Peter Island, but the small rock proved ineligible for trade or settlement.[89] In 1691, Brandenburg-Prussia and the Duchy of Courland agreed on a partition of Tobago, but since Courland was no longer present on the island which was meanwhile claimed by England, the agreement was nullified, and negotiations with England did not result in an agreement.[89] In 1695, Brandenburg-Prussia tried to get a hold of Tortola, but England denied them settlement.[89] Likewise, England declined an offer to purchase Sint Eustatius in 1697.>> Quelle: https://en.wikipedia.org/wiki/Brandenburg-Prussia#Caribbean Das wollte nicht mal zu Bismarcks Zeiten klappen: https://en.wikipedia.org/wiki/German_interest_in_the_Caribbean Da bin ich doch lieber authentisch mit Frankreich unterwegs.
  3. Cetric de Cornusiac

    Deutsche Spieler Ingame

    Bei uns in Frankreich ist man der festen Überzeugung, dass "Schweden" in Wahrheit aus lauter Deutschen und Österreichern zusammengesetzt ist.
  4. Cetric de Cornusiac

    Le Requin Testing and Feedback

    You don't have to import every single ship from the Old World. It's enough to bring a shipwright and his plans and he can build the Xebec right there in the Caribbean, just like in any other place.
  5. Cetric de Cornusiac

    Le Requin Testing and Feedback

    Xebec is the positive surprise of the day! I used this type back in the days of "Sea Dogs" as preferred ship. Suppose the 'pirate rig refit' will affect this type of mediterranean sails? Edit_ Alright I see the issue of latin sails being affected by jib sail upgrades has sufficiently been discussed already...
  6. Cetric de Cornusiac

    Test du Requin

    Rendre plus interessant? C'est déjà très interessant! Merci pour le chebec, mon navire préferé de 'Sea Dogs'... Dommage qu'il ne cigne pas dans les shallows. On gagne l'impression que ce n'est pas un bateau avec grand ébauche.
  7. Cetric de Cornusiac

    Speed Capped Ships and Speed Meta

    Wood and upgrade effects are fine, in my opinion. What needs a slight workover is the influence of ship size /weight on those boni. Meaning - the effect should not equal the one found on smaller ships equipped with same wood and upgrades. Don't think this is difficult to implement. Just add growing malus in some stats as ship size increases. Will make anything below 3rd rate great again. As Bellonas with 15.5 knots are a bad joke. As much as I like the Bellona, that needs to be said.
  8. Cetric de Cornusiac

    Partial materials wipe - advanced warning

    Ask a good cabinetmaker in your neighborhood. There is skill in everything. And wood is not the same wood, it can differ in quality, which the carpenter/cabinetmaker has to evaluate and dismiss the worse material. Which all has effect on the resulting product, no matter if a writing desk or a ship. Furthermore, he can have good tools or he can have bad tools which spoil the result. Or helpers who don't know their trade because they were chosen for being cheap workforce. Wood which was not allowed to dry out long enough before being processed into frames, because Admiralty was in a hurry. Et cetera.
  9. Cetric de Cornusiac

    Partial materials wipe - advanced warning

    Those would have to swim in the ocean if there were no shipwrights and carpenters equipping them with good ships. And so can you be equipped and everyone has his fun.
  10. Cetric de Cornusiac

    Naval Action needs a good story.

    Make that optional. Myself, I hate storylines I have to follow mandatorily. So people who love to be guided by a story with missions pick it up and everyone else does sandbox as before.
  11. Cetric de Cornusiac

    Partial materials wipe - advanced warning

    That's what I meant by "dermining ship quality by quality of each ingredient you use for fine-tuning the performance of the ship". A wonderful outlook. It would be a fest for us shipwrights. Let the sportsmen blow up everything to pieces... they will come back for more.
  12. Cetric de Cornusiac

    Partial materials wipe - advanced warning

    Also what I am doing. Indiamen have so nicely large cargo holds... and you don't risk them while they are laying in harbor.
  13. Cetric de Cornusiac

    Partial materials wipe - advanced warning

    Strange, I never found the procedure tedious. Not at all. And it raises anticipation while you go through the list and manufacture them - will it be a purple ship? Will it be cramped, agile, very fast? How boring to decide all this just on one click - booom - voila, your ship is ready, out of the Star Trek replicator... Someone before me wrote about having that feeling of actually browsing through heaps of materials, knees, blocks, frames etc and smell the tar... that's how it is supposed to be for the right feeling of this game, besides the fighting stuff. How else you would come across and learn expressions like "howsers and cables" or "oakum" - too bad when all this is away and you press one button. Pffffff. As I said, if we had influence on the quality of each of those parts, it would even be more interesting, as you could fine-tune the ship altogether...
  14. Cetric de Cornusiac

    Partial materials wipe - advanced warning

    Those sportsmen type gamers who don't care a bit about sailing ships and whom you could also give cars, tanks, planes or extraterrestial dust if it only served for making 'marks' and 'points' and prevailing over some other sportsmen types on leadership rankings - those are the click-happy supporters of such simplification. But how long are they going to stay faithful to this game? And isn't there a ship shop in every port to give them on one click what they want?
  15. Cetric de Cornusiac

    Partial materials wipe - advanced warning

    It was also a bit like ship crafting history lesson, in what's needed in quantities. For dedicated ship crafters, it cannot be 'complicated' or 'micro-management' enough. And when I imagine how this could have evolved if we steered into the opposite direction, by making each category of ship parts dependent on quality - all summing up in a unique ship at the end - I am even close to feeling very sorry for 'simplification' in terms of 'fewer clicks'...
  16. I am convinced the game would greatly increase in gameplay attraction if we would feel our ships being manned by PEOPLE and profiting from their personal talents, as they come or can get developed. This is a major suggestion with a great deal of changes, but with little expectation this gets accepted, it still should get heard, for some inspiration, parts of it or just a single idea for the minds of our developers. And it's all for free. Let's start dreaming: I wish I would find taverns in ports where to find and valuate seamen for my ships. Not a single mass of sailors, but categories of different abilities and some specialists alike. The idea mainly is, you are hiring crews with different qualities for different pay for different tasks on board and in buildings - which allows you to further shift priorities, in addition to the static ones your upgraded ship provides. Your ship will get influenced in performance in the known categories - sail handling (speed of increase, decrease of sails, turning speed) - cannon loading speed and accuracy of shooting - boarding efficiency in various tactics On land you get engineers who influence your production in buildings, add some more warehouse space or add quality in your merchandise crafting (maybe needs grades of quality - like standard/high/deluxe of anything which is fabricated and has effect on prices). Your purser maximizes your hold as storeroom because of his organization talent and finds for you better profit margins when dealing in ports with merchants. -- You hire ordinary sailors in groups in a tavern in every port you visit. Seamen groups are generated by game engine in qualification types, for a specialization field they provide a boost in. The better the group, the more you need to pay them. The lowest quality sort is crew which is pressed into service and thus the cheapest. This method of using press gangs you may have only in your own national ports, not neutral ones, and it is not available to Pirates. No wonder the pressed seamen are worst because you catch unskilled people and who resent to what is done to them. You may still forge them to something better during the trip, in crew training. -- Which brings me to the next point of my suggestion, the possibility of training crews during the trip in various disciplines so they gain in value. As a side effect, individual specialists may origin from those trainings (or ordinary service, battle instances) and you may promote them into your leadership group on board your ship. Training, drills and practising on board cost you silver coins. Losses in battle reduce your skilled crew just like the unskilled, so you will be more careful not to lose the professional ones. Generic losses come from illness and accidents during work on the ship, but not very often. As I already mentioned, above the crew groups of certain capabilities are a class of experts which are generated with names and individual statistics about what they have to offer to you. You may hire them as boatswains, mates, midshipmen, pursers, officers for battery decks, boarding commanders, master carpenders etc. They can get killed (will get removed finally from game) or injured (temporarily become unavailable or suffer from drawbacks in their skills for some time) in battle - or rarely during accidents on board - so you may want to order them to abstain from battle while the rest goes into boarding. Hiring those individual specialists and officers costs gold coins. So does promotion from lower ranks if a talent shows up (you are given a choice to accept or decline). Needless to say: top notch talents would be very rare. Another type of those specialists can serve you on land, to boost the fabrication of goods and get higher output for your mines, plantations, forests. -- The game would have a distribution system of crew groups and individuals which show up in ports and move on to another after some time, making it impossible for you to predict where you find whom (fun to search the port taverns for talent, therefore). I think it does not need great graphics to depict the taverns, just show crew rosters for each place who is actually there and what his specification is, the price and any conditions. From that roster you pick your men. Maybe 100 to 200 personalities would be created for the game and given generic names, who keep wandering from port to port until you or another captain finds them. A similar roster you will have for the ship you command and where you distribute men according to their talents. So you see where you can concentrate the benefits as you see fit, where the vacancies are and need replacements. A ship will still 'function' if you don't look at the roster at all and just hire standard sailors as you do now, but this way you miss fine-tuning your crew and their perks for the ship. Because a ship can only be as good as the crew on it. To give another personal touch to the whole thing, let some specialists need certain requirements for exposing their full quality (visible in same crew roster). For example, they may hate certain other guys and refuse to work if the other is on the same ship. Or they ask more money because they don't like the company. Or quarrels between sworn enemies reduce their qualities, or increase risk of one of them getting injured when they fight it out. - In fact all this what produces vivid scenery in our heads would just be mathematics in the background to determine what will occur. Maybe a morale system (outside boarding situations) would make sense in the context, as a more general performance factor. You increase morale by your successes in your voyage and by giving out grants to your crew altogether, or sending them to whores in ports (which lets me think of different whore qualities, but that is another topic and goes too far here ). -- Here some ideas for how to give a feeling of having human beings under your command. Make them as individual as personal, for instance: - person will only accept jobs on ship of certain size (he is thinking a small craft is below his honor) - artisans will only join you if you have a workshop or a shipyard (of certain size = equipment) where to employ them - person will only accept job if you sail to certain region of the Caribbean where he plans to leave you again - person has great luck in fishing and brings for you the best catches out of the sea - person is very skilled in finding hiding places in captured ships and thus reveals to you booty you would otherwise not find - especially blueprints, books, coins, permits. - carpenters work much better if you provide them with the best tools (by existing upgrade), same goes for engineers taking care of your production buildings. Hired specialists on land get installed like an upgrade with an outpost - any of your specialists may leave you again after a period due to personal reasons. Others may require another investment of silver coins to convince them to stay - some specialists may get killed during battle or (lesser risk) by accidents in the service. When wounded they are disabled while recovering and may still have a handicap after returning into service. Think of a lost leg or something like that. You have the choice of commanding them to stay away from fight to reduce such risks - but still they may object to that - you may find crew and specialists among surviving crews of captured ships and offer them to join your ranks. This could be a privilege for the Pirate faction. -- Not necessarily connected with the concept above, but added as an extra: [Finally, the system I just proposed could use a 'headquarters' or 'Mansion' building in your home port where you can keep personnel currently not assigned to ships and train them meanwhile there. If we take into account a headquarter would be the place where all your wealth is stored (instead of carrying it around all the time in your pockets and even staying at all times in your posession even when you lose your ship and everything), the people you station there provide protection to your belongings. If I develop this idea one step further, it becomes an interesting factor in the PvP world of port battles and taking over ports, because the personnel stationed in mansions of captains could get involved in the defense of the port and add resistance potential. You would be interested to serve the protection of your home port (via manning your mansion) because once it fell into the hands of the enemy, your wealth will also fall prey to the looters.]
  17. Situation: People are more likely to make their first steps on PvE server than PvP, for learning the basics in a less cruel environment. Or they move there after having realized their fate on PvP server is too much that of being a victim. If they don't leave entirely. -- Here is a suggestion for smoothing the differences between those servers. This idea is about offering a bit of PvP even on PvE server for accustoming players (back) into fighting human opponents. It has to be 100 % voluntary, though. Meaning, one human player can offer a PvP battle instance to another player on PvE server where they happen to come across each other, including their respective fleet ships, if any present. The human player who receives the offer in Open World can accept or decline, to his liking. If he accepts, they enter battle instance as you know it from PvP server. If he declines, they just proceed with doing whatever they were doing before and no battle is initiated. Maybe cooldown time after such request makes sense, five minutes. So nobody gets harassed by an obtrusive bully with constantly repeated demands. -- Pro: - Players can try out fighting other human players without having to move over to PvP server (and getting frustrated there). PvE server wins some more attraction, by having more to offer - Players learn PvP fighting in an environment which stays secure otherwise, equivalent to a "safe zone" often proposed for PvP server - Idea is more likely keeping players in the game, if they find out duels are nothing suitable for them, they will simply not accept new invitations, and stay happy - shifting from PvE to PvP server could be done after testing combat against humans and promises more success thereafter, less remorse having done so (unpreparedly) - experienced players can teach unexperienced players on PvE server the basics in such instances - Players who have already been on PvP server and retreated to PvE server may still have a little human-versus-human fun if they want to try again - each step taken is voluntary and nobody to be blamed afterwards - people on PvE have a use for fast ships (and related upgrades) again, not only tanky ones, which at present are the only ones which count on PvE Con: - PvE concept of 'no PvP on this server whatsoever' gets a workaround hole - related questions; if others could join the fight, if reinforcement zone should work like on PvP server, if each side's strength should be visible or hidden, if his opponent being able to deny when he is in the weaker ship is so interesting to someone used to gank from a superior perspective... - one could be satisfied completely with the polite duel asking option and never move over to PvP server, which I think is contrary to the plans of devs for all players on PvE server, at this time
  18. Cetric de Cornusiac

    Opening a small window tor PvP on PvE server > enticement

    That's a way. However, it renders you to a much stronger opponent if you sail around flagged "hit me" - and then you are trapped. I was thinking of something which requires a yes from both sides depending on the actual pairing.
  19. Cetric de Cornusiac

    Why doesn't the map show where I am?

    Nicely fits into my suggestion about specialized crew hiring and officers with various talents I sent in some weeks ago.
  20. Cetric de Cornusiac

    Why doesn't the map show where I am?

    Too which game, I may ask? Do you know a current up-to-date game which could overtake Naval Action as flagship of the (semi-)hardcore age of sail game? What I want to say is, when there is no concurring game which will steal away the crew, the niche players will stay on board no matter if NA is more or a little less as rustic as they would like it to be... That's good. Can also imagine a DLC later which will offer the ultimate purist interface instruments in exchange of the 'compromise' ones which give better accessibility.
  21. Cetric de Cornusiac

    Why doesn't the map show where I am?

    In the sense how you described it in a previous post, hard to read in bad weather, and all this, I am afraid so. But one would have to see your design proposal as a picture to give a definite answer. Actually the best solution to all this hardcore-versus-casual discussion would be, if the player could chose from a number of interface instruments which range from easy to use to hardcore-authentic for setting up his favorite tool board. So he could switch from the heading indicator to the binnacle and back for trying out, not having to suffer if he does not harmonize with a single pre-set solution. Could even be handled in such way that the purists who use the rustic authentic equipment earn more experience in game than the ones who have chosen the more helpful modern equivalents. As a compensation for accompanying difficulties in game. But alas - this is too much to ask from a two devs studio. And I wonder if the invested work would pay off in better sales, by pleasing both communities - hardcore historic sail-sim and casual players. It's guesswork.
  22. Cetric de Cornusiac

    Why doesn't the map show where I am?

    We attract those already, don't we? I figure the amount of purists you can attract in addition, when implementing (more) real nautical instruments and 18th century period procedures which need to be learned first, is so low compared with the amount of kids you scare off meantime by the same implementations - means a loss in balance. Sorry to say that but we cannot expect from a studio to head into dangerous waters this way, by exchanging a few more hardcore captains on the plus side for a considerable mass of casuals on the minus side, jumping into the sea in panic... And I wish it were different...
  23. Cetric de Cornusiac

    Why doesn't the map show where I am?

    The game as it is already can be labeled 'hardcore', we should be grateful for the amount of casual-play-denying features it has. As much as I like accuracy, historical feeling, immersion myself (yeah, let me use a sextant, too), I understand the economic interests of the studio, having to make compromises towards the gamer audience, as much as possible and excusable, in order to stay profitable. A real age of sail simulation of how to operate a ship of decent size would be too hard for many gamers and I can already anticipate complaints about what they could not cope with... Plus, there is this sportsman type of gamer who goes all for achievements and 'marks', he does not like sailing ships per se, he does operate tanks, planes, or triangles and squares, no matter what, for making points and leading charts, publishing videos of his performances. Those players also don't give a damn about historical content. Sad thing. But the market has to reckon with them, too.
  24. One golden thread or leitmotiv is running through this forum: we need to protect new players from being 'farmed' again and again by veterans, else they rage quit and the player base of Naval Action is suffering... In this context I present to you the following idea: Let's connect PvP marks as rewards for player kills to the rank of the victim. Effect: veterans will strive to find and fight other veterans and ignore "low mark" opponents more likely. This is especially true for the pro players who know no other fun than killing others in large numbers, which is expressed by this terrible term "farming" noobs. Meaning, you get low PvP reward for a beginner's rank victim and a maximum PvP reward for top ranks being sunk by you. Like for example: Midshipman: factor 0,07x present PvP marks Ensign: factor 0,15x 2nd Lt: factor 0,3x 1st Lt: factor 0,5x Lt.Cmd: factor 0,7x Master and Commander: factor 1x Post Captain: factor 1,2x Flag Captain: factor 1,4x Commodore: factor 1,6x Rear Admiral: factor 2,0x This system would need to partly remove the anonymity in OW sighting, because you need to detect the enemy rank for estimating if he is worth your time in regard of obtainable PvP marks. Pros: Protective effect on lower ranks Veterans fight more other veterans new players are more likely to stay in the game Cons: you need to show your rank in OW and this occasionally allows to identify you (like when you are the only rear admiral around) not good for your ego when you are beginner and are eager to fight This could evem be spiced up by special PvP mark rewards if the low rank is so audacious he actively seeks the challenge of attacking high rank veteran players. In this case he will hardly have to complain and quit the game altogether, it will be his free choice. However, if he is really lucky and sinks the veteran player, we give him a bonus together with his PvP reward. Like: (two ranks higher) factor 1,5x (three ranks higher) factor 2,0x (four ranks higher) factor 2,5x (five ranks higher) factor 3,0x (more than five ranks higher) factor 5,0x. Again: this applies for a voluntary attack of a lower rank on a higher rank. If you want to encourage people to step out and get bloody noses. And make veterans not feel too safe all the time...
  25. Cetric de Cornusiac

    Newbie protection suggestion: make PvP marks tiered to ranks

    I can read the forum, I don't assume things out of the sky. If your assumed 2-3 years experience which you seem to carry around as a medal on your chest makes you blind for that, it is your 'problem'. In comparison to that I prefer my "major problems". :P
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