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Marten van de Voerde

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About Marten van de Voerde

  • Birthday 01/02/1987

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Ordinary seaman

Ordinary seaman (2/13)

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  1. Only if aquiring a new ship would be easier than waiting for a crew recharge. While it could be true for a Snow (or a Frigate in current market realities) it could change drasticly for other ships (exceptional quality of course).
  2. Loosing a crew after each battle or each dura loss would be to punishing, actually creating additional timesinks (which we dont need) not goldsinks (which we need badly), unless we threw all crew limits away as long as you have gold to recruit them (loosing all balance value of the crew, with current abundance of coin). This is the reason we have repair packs for example - u save time by buying them. Option to surrender ship and save the crew would be still a thing to consider in RvR (keep ability to sail SoL while giving away one to enemies).
  3. As for the crew XP proposals giving bonuses I`m against it. Bonuses, if any, should go from officers. And as nation cap on crew is biggest issue I see in topic maybe instead we should stick to crew increasing like labor hours, with recharge rate connected with faction size in order to balance stuff a bit. Plus, it would deal with risk of clans siphoning all crew for themselves. Plus, base recharge time big enough to be able to crew ships up to 5th rate (or undercrew 4th rate) without waiting time (rate could slow down after certain threshold is met). That should keep OW PVPers happy while adding strategic value in RvR. And for the casual players - as you play only a few hours a day as you say, it woulb be impossible to loose all your crew, coz while you aint playing they regenerate. It could actually be a problem to those "hardcore" players, playing non stop and in constant risk of loosing ships. PVPers basing on capped ships, they indeed can have a problem, unless recharge rate is balanced well. But casuals? Nope.
  4. +1 from me. As for chasers, I would honestly prefer change in exit mechanics (based on distance, basicly) than uniforming ships in that regard.
  5. Guys, again, you loose crew when you loose ship. Last dura of a ship. If you survive battle, crew replenishesh automaticly as it is now. If you sink, and loose your ship and still have duras, your crew is replenished automaticaly. If you loose last dura of a ship, you spawn in port anyway. And need to purchase a ship and all stuff anyway. Where do you see additional timesink here? Mission runners should be totaly unmoved by the change, as a chance that they will actually loose a crew is close to zero, unless they run missions in Santis.
  6. Honestly current proposal is anything but complicated for me. You lost your ship? You need to aquire another one. And cannons. And repair kits. Oh, and crew, too. Hope you get enough in your personal stock (pool like labor hours, just not free to use - monies needed). As for faction balance - right now there is simply nothing stoping big clans from using 25 santis all the time. With correctly managed crafting line, totaly sustainable. Smaller factions, not really, sadly. But, if after loosing a Santi you loose a player for next operations coz he needs to gather crew for them, hell, maybe we should sail more Pavels or even Bellonas, leaving Santis to our most trusted captains and protecting them during battles. Giving smaller nations chance to mount an opposition on more equal terms. Especially with mentioned difference in crew availability per number of players.
  7. Lord protector is a person who earned most victory points in the port battle (port assault flag will be abandoned) As it was already asked - can we trasnfer that tittle to another player? As title will be given based on results, not planning it might land in hands of person not interested in executing any responsibilities given, or simply not having enough time to execute them properly. What with situations when a person will take a break from game (leaving on vacations for example)? Historically such a person would have at least a temporary replacement.
  8. Guys, read posts more carefully please. You loose your crew only when you loose your ship. Last dura of your ship, except explosions. This is actually a ballance matter, making sailing for example 2nd rates MORE PROFITABLE FROM EXOCOMICAL STANDPOINT - costing you less crew and having one "safe" dura. You have few spare crew left in your personal pool? Sail something with duras to avoid loss.
  9. Well, if you wish to fix the undocking from port to battle problem totaly, make timer one minute Right now what you see is what you get in battle, unless you are really unlucky (as in your post Quineloe - you have both best wind and exact location of battle, bad luck for the enemy. Usually informations are way less precise). We have a rat problem in our territory now, but the response is proper I think - ppl organise and hunt pirates. Short timers mean they actually have to be on the OW to pirate instead of sitting in port and standing one cutter as a bait/tagger. Only "exploit" that is used often by them is good old hiding in post battle screen - i would like timer on that (not something to short, bout 5-10 min, so one can get up and drink sth after battle). This would made them voulnerable to oposition but in a correct way - hunting squad still needs to spread a bit to cover theyre potential escape routes and does not know exact time of their reapearance, so with luck they might even capture part of it in another battle before rest will approach, or simply spread out and run for life.
  10. It`s sad, that NN will be locked down. I understand the reasons but some topics here were real gems, worth reading. Plus, as a ingame Dutchman I must say that for the most part I enjoyed exchanges with our enemies, both past and present. I just hope that after diplomacy implementation there will be chance for its reopening
  11. Honesltly problem aint in advantage vs capped 3rd rate, but rather practical lack of any bonuses when compared to Bellona. More dura could be that gimmick allowing to choose between them, not blindly going for one type.
  12. Oh well, I would like to have two votes Went for diplo and pirate faction rework, coz with land in battles it could finish the RvR part, with all basic features online, leaving "only" tweaking. PVE content is next in line and much needed. Rest can wait (pvp tournaments are tempting tho....). Damn you, I want it all....
  13. +1 for the merge, at least for EU PVP servers. As for the wipe, it will happen and you will loose anything except your xp (normal and craft), so gold, ships, outposts, blueprints etc. But it will not happen untill basic diplo is implemented, as dev stated today.
  14. Problem is, even if you take away "newbie protection" or safe zones, it wont accomplish anything, just will open space for griefers. If one is unwilling to PVP, you cant force him to do that. unless you remove PVE completely (and most propably that player from the game). Good example is World of Warships, where there are (few) people actually playing only coop against bots, despite waaay lower income. And we need those "carebears" to keep up population high enough, if only for the benefit of in game economy (and the game as such). Not all crafters or traders are willing to do PVP, they wish to craft and trade. And new players already have much on their plate when they start. Live and let live guys, as you said yourself, there is plenty of pvp to find anyway.
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