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akd

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akd last won the day on July 2 2016

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About akd

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  1. Looking for Light frigates... and I found !

    In the case of Alcmene, IIRC her QD/FC 4pdrs were replaced with 6pdrs in British service after capture.
  2. You are possibly thinking of Rule the Waves from NWS, already mentioned above. Really not that old (2015), but sacrifices graphics for having just about everything else you could ever dream of in a wargame / sim for this era. Really the only things missing are beautiful 3D ships (with first person bridge and gunnery views), seas, coastlines and weather conditions. (hint, hint Gamelabs Small order, right?) Here is a nice overview of previous PC games for this era: http://www.wargamer.com/articles/the-wargamers-guide-to-ww1-naval-wargames/ p.s. title suggestion: Rise of the Dreadnoughts
  3. Player-selected ship 2017 - Final poll

    Devs will always put a gun in every gun port and even some places with port lids that aren't gun ports.
  4. Player-selected ships 2017 - Initial poll

    Hard choice, but more diversity in the 3rd rates along with a port battle system that encourages their use (BR and battle group based) would probably be most beneficial for the game. As such, I'm leaning towards Montanes or Temeraire. A third rate line-up as follows (using game armaments) would be ideal, and allow for restoration of historical armament on Bellona: Bellona: Deck 1: 9pdr / 32pdr carronade Deck 2: 18pdr Deck 3: 32pdr Montanes: Deck 1: 9pdr / 32pdr carronade Deck 2: 18pdr Deck 3: 36pdr Temeraire (Pluton variant): Deck 1: 9pdr / 32pdr carronade Deck 2: 24pdr Deck 3: 36pdr Dutch Wreker is pretty awesome, but doesn't seem to fit with 3rd rates in game terms. Really more a 2nd rate, or 2.5 rate in terms of armament and crew (and in fact some in the class were refit as 2nd rates).
  5. Sensitive topic, and nice to see an attempt to tell the story from the native side, but I hope you don't fall into the "noble savage" trap.
  6. PvPers only really hate being forced to PvE to progress or be competitive, or the use of PvE content to actively avoid PvP.
  7. It's to coddle lazy, sloppy gank groups. They cry like crazy when they can't use fast ships to pin solo players in instances, then pile in their heavy ships lagging far behind. Bigger circle, instant-close, signal perk option was the only no/low exploitability, gank-balancing system we ever tested.
  8. Sounds great! Still need to sign up for testing.
  9. To battleship specialists

    My great-grandfather was a dreadnought. True fact. This sounds potentially glorious.
  10. System favors people who are aware and exercise initiative, not people with poor situational awareness who only want to play reactively.
  11. +60 KNOTS! invisibility super power

    Who cares? If you are near own port or free port, legit escape. If you are near enemy port you just get put in front of enemy port, and enemy players know you are either there or logged off. Only thing I don't like is smuggler flag allowing entry to enemy ports on traders after TP, but that is already a problem with TP to nearest deep port and one of many problems with the bogus implementation of "smuggling."
  12. art of proper cargo handling should reduce penalty of cargo load rather than just boost speed. That makes it an interesting choice.
  13. +60 KNOTS! invisibility super power

    2 min invulnerability if you don't move on exit. You can log-off or teleport to nearest deep water port. 5 min no attack / no join after logging back in or TPing. Transparent system, does not hold players hostage to game, does not involve mechanics that can be exploited to gank.
  14. It is still rare and technically the only way you can get that last 1% if you have everything else. 1% can be the difference between escape and death. To put further in perspective, 1% is close to the difference between guns and no guns on some of the faster ships. Anyways, we need you for forum and open sea comic relief, so please don't leave.
  15. +60 KNOTS! invisibility super power

    2 min no attack / no join / no pull. Make it so.
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