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PowderMonkey

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Everything posted by PowderMonkey

  1. Good luck with the ship change! I do hope we get a population return in 2 weeks, let's hope everyone comes back and plays! A bit dissapointed it is delayed, but not surprised. Good luck!
  2. Upon release of more content id like to propose a feature, a tax rate when you join a armada, a rate a guild lead sets and its applied to all transactions of the player that involves all transactions when you make money. It will be a rate you set, and all funds will be transfers to a account (or if your feeling audacious a account of a players choosing). This will give armadas better management of Gross income! Itll work exactly like EVES, and since you have to join a fleet for it to apply it wont get out of control because people can just leave!
  3. Privateers are always welcome as long as you sail under saints iron fist wear are flag and give all your prizes to us!
  4. Id like to suggest a choice of many figureheads to choose from in a cash shop, like rams, mermaids, birds, sea-monsters, and maybe ornate figureheads that take up your whole bow. This will bring cash flow and make ships a little different if there the same ship, also the best part money, it affects nothing in game but brings accessories to make you look better than the competition!
  5. Will you be adding schooners of 2 mast or more? they were quite common at the time for piracy, merching, and privateering plus they were added to navy fleets. heres a few pictures if i get a response ill begin posting the plans and ships ive researched, theirs many during the time period we have.
  6. Sadly the arguemnt isnt about cannons and loadouts, its about cargo capacity and game logic (remember in a game everyone thinks diffrently about risk and reward than in reallife) in a fully armed ship of war, with provisons included for a 3 month journey is the average, but in a game why couldnt i just take half the size of my biggest cannons all fully crewed i could take half the cargo space of a merchant vessel so i would make two trips, but with an extra 3-2 knots of extra speed, two decks of cannons, and a full complimet of crew plus enough provisions JUST to get to my location. The merchant men carrys more, yes but thats its only advantage over the frigate. Remember in the game world specialization because everything is quantified, is much easier and repetitive tasks can be farmed.
  7. The thing is is that the early clippers were almost to a point, had crosswind yards and weren't square rigged, when pushed into the wind by a privateer or pirate group (yes there will be those groups, and yes they will outnumber navy groups 3 to 1 is my guess) your now slower and a sitting duck for them to kill you. These ships were square rigged and could travel in the wind, making them capabale of outrunning foes and blockades in most wind conditions. That is why i want them included, if Game Labs doesn't include ships to give merchants a fighting chance upon full release the beating heart of this game (carrying and trading) will die out due to the over population of pirates. Merchants don't need guns or armor, we need to have two choices, fast ships with limited cargo hold to solo trade, and bulky ships for supported trading. I personally have experienced this in EVE, and Archage, pirates are a dime a dozen, dedicated traders are rare, and people to hunt the pirates were, for every 6 pirates there was 1 person to combat them. its sad but true and keep this in mind not everyone has a group to play with, and some like the solo experience.
  8. yes i see all the good points you've all laid out and see the complications, and i think my case has been thoroughly trashed and sent off hahahah. Its sad to think that all us merchantmen will have a limited selection of cargo runners, bulk carriers and thats that. and to be so fragile and slow. Just seems like to me this is going to be another game where the economic ships will be just stepping stones to other vessels, and the poeple who do stay with the merchant ships will be loseing them to the horde of pirates that will be present upon release. I do like historical accuracy and the timeline, but i dont like the idea of being stuck with slow merchant vessels if i want to carry anything over 40 tons. But thats just me hahah can a moderator close the post?
  9. also weirdguy clippers WERE REPLACED by steam ships, where did you get this info? the last ship that was a clipper to operate was the cutty sark
  10. Also maturin how so? its a unarmaed ship capable of 17 knots, with limited cargo space. so in essence how would it be overpowerd?
  11. Weirdguy, all those points no, First all sail, second only metal skeleton and that were the ones in 1854 on, 3rd no engine, 4th all wood exceot skeleton mast included.
  12. Thats another very nice vessel, too bad its just past the timeline. i hope there is a alternative to these vessels dureing this time period that operate in the same way, but i cant find any hahahah!
  13. If you cant track targets with your cannon fire, then dont complain when you miss. and there unarmed and in reality arent faster than the trincomalee (ive broken 17 knots in it and in my consti i can hit 16) so in reality if your in a frigate and use chain theres no way i could get away, just saying. Also if the game is a instance game count me out. im not playing a dungeon crawler in the form of a naval game.
  14. Hello and i know these ships were 23 years past the time where this game is set, but due to the ships being unarmed id like to make a case for them to be included. these vessels were extremely fast bulk transporters, usually used in the tea trade, and could break 17 knots (like the trincomalee we have now) ill present a few at the end of this case but hear me out. Every game should have meaningfull progresion and including these will give a nice step up from slow and limited merchant vessels, giveing us traders awsome ships to look at and enjoy! i will give you the specifications on my favourite of the bunch the Cutty sark. Keep in mind they were a composite frame of a iron skeleton and wooden outer coating this could easily be changed to full wood for playability and i dont mind if you change them Cutty sark: http://en.wikipedia.org/wiki/Cutty_Sark Wiki link for career and general information: Plans and drawings Please consider changing the skeleton! please see attached. I do hope you consider this vessel and others of this class, there is many to be made! Regards PowderMonkey.
  15. what i mean is simply, in a vedio game the lines are blurred on a customizable game, if you were given the choice to carry 300 tons of cargo in a slow, unarmed vessel or on the other hand lets say a 38 gun frigate could carry 300 tons of cargo while fully crewed and armed for battle would you rather sail a merchant ship or your 38 gun frigate fully armed, faster. thats what i mean. I dont want any ship in NA to just be a stepping stone, all should have a niche they can fill and in the sake of playability paying your crew will probably not be included so there will be no downside to useing a frigate over a merchant vessel. Also being overwhelmed in anything means your going to lose, so that doesnt really make the merchantman and frigate any diffrent, the argument here is to make merchant vessels usefull in the grand scheme of things, not a ship to just grind through.
  16. Id love to see this ship in game one of the original 6 frigates of the US navy, and at that a privately made one. I hope with the DEVS saying that here going to create a US ship pack this is included.
  17. Crankey the customization that your saying for most of it (the crew excluded) is i think in the works, but i disagree with you on the point of excluding warshisp after all this is a game and if most poeple have the choice between a warship or a merchant ship to carry goods and would carry the same which would you pick? i would presume a warship for many reasons and BOOM, merchant ships dont exist, or are only seen as stepping stones to the bigger warships. Specialized ship classes should be involved just for the sake of playability, lets say you come up against a convey, instead of maybe 6 ships protecting slow and unarmed merchant ships, you have 6 frigates protecting 12 more frigates, and knowing most poeple those frigates will have cannons and crew doe sthat sound like fun to you?
  18. I would suggest that merchant vessels should have an advantage when hauling cargo, due to the sole fact that if they dont poeple will just use bigger and faster frigates to transfer cargo makeing the merchant vessel a stepping stone in the line up. Advantages that i suggest: Maritime insurance, due to the smaller width of the vessels, paying and insuring your vessel and cargo should be cheaper as was the system back dureing this time, Merchantman took advantage of this stipulation by constructing small shups in length but with flared out bottoms giveing them increased cargo space for there size. This would increase profit margins for merchant players and also give pirates a realistic feel, lets face it trade dureing that time there wasnt frigates fully armed with cargo for trade (atleast that wasnt there primary task). 2nd advantage: Merchant vessels due to there slow speed were easy targets and most were completly unarmed, this was due to there ship being a cargo hauler and the way the hulls were built, the advantage that corresponds to that is merchant vessels of the big bottom drafted vessels should have more crago space than frigates, this will give lower class frigates (38 guns max) no chance in out performing a merchant vessel in that role. 3rd advantage: They should be cheap and easy to produce, makeing it a easy proffesion to get into and not make merchants run dry if they lose a couple ships, this will in turn make players take more risk and pirates can have more targets to profit from, helping the economy chug along at a nice pace. Thats just my idea i hope you guys like them! please comment on this thread and continue the ideas flowing on this topic, the merchant marine should be just as interesting as a naval career.
  19. Id like to suggest if the open world includes many regions such as the carribean, americas, indies, and the oreint to have diffrent currencys per region for a few very intuitive reasons. Reason 1, there will be global inflation and deflation of currency that will bring merchants to diffrent markets with there goods and make "hotspots" of trade for privateers and waring factions to take advantage of. Realisim, dureing these days currency was mostly converted into diffrent types of gold and silver but spanish gold was worth more at some points, makeing moguls of each currency viable and not a global money that will allow game bots to sell gold. reason 3: gold spammers would have a difficult time selling currencies without rigging the markets makeing it harder for the economie to inflate so much that new players cant afford anything and makes even getting there first frigate a month long grind. Anyhow its just a idea!
  20. In The age that this game is based voyages to any part of the world required food, water, grog, officers, and most of all discipline that is a feature that i beleive should be implemented BUT for the sake of playability Not as realistic. FOOD: Food and water were needed on a voyage to anywhere this should be a key consumable needed for long journeys for the sake of 1 realisim and 2, In this game Port camping was a tactic done dureing the day and will be used in the player run ports for many reasons. Lets say a enemy fleet wants to run you out of a port instead of faceing you on the open seas hell figure out when your in port and camp it, this will give limited space to move for all involved and if the enemy has bigger ships and more numbers this is all suicidal and they wont be able to push out. Also if your locked into that port until you leave it they can keep a entire group there for however long they please. But if they consume food and water over time they will have to retreat to resupply giveing a chance for the smaller group to do a multiple of things! Grog/Rum: this was used to keep sailors happy and as such should be consumed in your hold for that reason, if not you might have sailors with low moral or stealing food making you lose food faster, there could be multiple negatives. Also this will keep the game real and give the crew (who arent modeled) substance and be there even though they arent. Officers: Officers of high calibur is why france lost the naval war (among other reasons) and this should be implemented in game to affect how your crew is affected. This list will consist of ELITE crew that will give a ship bonuses according to there expertise. Master Sailor: This crewman will make your ship faster and lose less wind in tacks, and turns. (due to there master art of trimming sails) Marine Captain: Elite boarding expert, increases damage done dureing boarding and (if moral) decreases loss of moral if against a bigger ship with more crew. Gunnery Captain: Decreases moral shock when fired on in gun decks, decreases reload time, And Increases accuracy (since he fires the gun himself) Surgeon: After a battle (and dureing) will regen a limited number of crew (so you dont have to pay for as much crew) and (if illness is implemented) will limit the number of deaths due to plagues, viruses, and illness. Petty Officers/Midshipman: helps keep the crew in line and disciplined ( reducing moral loss over time at being at sea, fighting).
  21. Today i had an occurence where in a heavy storm in a PVE game me and my 2 squadron mates finished cleaning up 2 ships and now with one remaining we had to find it, trouble was with the heavy storm there is fog. At the time are allie was engaging the target and we couldnt see either of them or which direction they were from us, so we prompted him to shoot so we could find his muzzleflash this worked and we found them both, Signal flares should be used in the OPEN WORLD for reasons i will list in the following points and also what weather they would be usefull in. Pirates enagage a trade ship----> A signal flare such as red could be fired to alert everyone in the zone that you have been engaged by pirates and would be shown as a actual flare in game creating an immersion that would make the game more playable. Signaling to allies where you are ----> this could be used as a way to find allies AND show where ships are in heavy fog to eliminate rams. All in all haveing a global chat in game wont help poeple find you if your in trouble and a flare would be a point of reference that would be easy to use (hotkeyed) to allow realisim into a easy and proggramable feature, PLUS crafty cammanders instead of useing voice coms could use signal flares to operate there squadrons giveing the none voice com crowd the ability to organize and be as effective as voice comms (give or take a few seconds of reaction time) Thanks for veiwing!
  22. I suggest that in NA Fishing should be a system implemented into the open world gameplay, fishing at the time had a impact on the daily lives on sailors dureing long deployments and fed port citys. But beside the historical aspect of fishing it can be a basic always available money source! It would work the same as mineing in EVE, Runescape, and other titles it would be a baseline low danger money maker for players. I suggest this because all ships should be able to fish, but also specialized ships such as whaling ships should be available to the player who wants to master fishing and make profit that way! Fishing flow chart would be as follows; New player----->Safe income needed---->Fishing---->feeds ports---->affects economy---->meaningfull SAFE income---->Upgrades to bigger vessel and joins the open world.
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