Jump to content
Game-Labs Forum

Capt Aerobane

Members
  • Content Count

    365
  • Joined

  • Last visited

Everything posted by Capt Aerobane

  1. Capt Aerobane

    Full Manual Rudder Control

    I AM SPARTAC- wait no +1
  2. I would rather see the binary nature of boarding addressed than have triggering boarding easier. Going from sailing along next to each other to sails dropped full stop instantly isn't a realistic solution. The crew don't wait till both ships are completely lashed together to start fighting. Perhaps have ships in close proximity to each other up a small window to the right of the screen that allows some boarding commands while the two ships are still manouvering and sailing. For instance musket fire and fire deck guns (swivels) can be used any time the enemy is near, if crew are in boarding and enough prep is available. Grenades is possible at extremely close range, and attack requires the two to be lashed together. Some boarding commands can be tweaked, for instance "musket volley" can consume prep and damage crew constantly while active. Same with grenades, while "fire deck guns" would depend on the actual deck gun reload state.
  3. Capt Aerobane

    Cosmetic DLC! Take our money!

    I'll say it again, people will be perfectly willing to purchase DLC even if it offers no game play avantage. In Team Fortress 2 people pay real money to be able to turn themselves into pigeons and cover their rocket launchers in christmas lights. I'm sure they will pay for bow figures, sail patterns, and paint jobs.
  4. Malachi vs Malachy, A bunch of malarkey if you ask me. Only one ship rules the sea, And the pickle it do be!
  5. Capt Aerobane

    Wipe on release, 3-4 months?

    We've probably all heard the story/fable of the guy hitting himself in the head with a hammer "because then it will feel good when I stop!" That is skillbooks in NA. Getting skillbooks only feels fricken awesome because of how annoying all the time before getting them is.
  6. Capt Aerobane

    port reset

    Say it again for the people in the back, clan based RVR not nation based!
  7. Capt Aerobane

    Wonderful ship maker

    "Please, please give us more lineships so we can completely ignore them in favor of the bellona and ocean"
  8. Capt Aerobane

    Boarding and DD Adjustment

    Its like switching from watching "Master and Commander: Far Side of the World" to "Pirates of the Caribbean 3". ...in about 5 seconds.
  9. Capt Aerobane

    Character rating for inside a nation

    Go read through the "great battle results" thread and tell me otherwise.
  10. I think it's a technical limitation not a deliberate choice.
  11. Capt Aerobane

    Classic Connie--Your Killing Us Here!

    Exactly, If the Constitution was "bow figure gazelle, bridgetown frame refit , and optimized rudder" the Endymion was "art of ship handling, copper plating, navy hull refit, and elite British rig refit" The bottom line is we can't tell how tough, fast, or agile these ships were, unless we want to build a mock up of the Endymion and start shooting holes in both her and the USS Constitution, after we have them race. Therefore, while these debates are fun and all, game design choices must be first and foremost about balance, and having a super frigate running around at 13 knots before mods or crew knowledge used would be broken (And highly suspect historically relative to the other ships in game). I wouldn't add more than 0.5kn to the constitution's speed, enough to outrun 4th rates but that's it.
  12. Making the Constitution a DLC and having the worse version available through regular means would illicit the same response from Americans that you would get from the Brits if you made HMS Victory a DLC and make Bucentaure available regularly. Only a million times worse because subtlety is not an American speciality.
  13. Capt Aerobane

    Union never attack: Battle of Antietam

    This just shows that the game does a great job of modelling McClellan's tactics. *Shots fired* Well, actually, no shots were fired because I thought the enemy is too strong for me to attack.
  14. Capt Aerobane

    Pirate Patch and Content

    I made a thread about exactly that a while ago ironically, it got derailed really fast though but i'll repost the section on pirates. May not be 100% cohesive because I got bogged down trying to edit it, but the gist of it is clear. The permadeath for pirates is extreme and would not be necessary for much of the rest of the system to work. Original Thread: Just open all the spoilers and read, I never learned how to do spoilers in spoilers properly.
  15. Capt Aerobane

    USS Constitution

    We explained this in the other Constitution thread:
  16. Perhaps instead of saying how many crew the enemy ship has in total, say how many they have in boarding (on deck and visible)
  17. Capt Aerobane

    Griefing After PB is Over and Won

    What about making it so that attackers cannot be tagged within a very short distance of the port until the instance is closed? That way people don't have to wait in the instance and can leave without being swarmed outside. By only protecting players close to the port, they won't be able to exploit the feature to escape after losing.
  18. Capt Aerobane

    LGV Refit (my new favorite!)

    I wanna see an Indiaman crammed full of so many 2 to 6 pound cannons that it lists every time it fires, so we can go full-Blackbeard on people.
  19. Capt Aerobane

    Damage and sinking

    I once made the mistake of joining a 25v25 screening battle, and it was literally a slide show for me. (My computer is very weak, I'm not dissing the optimization just pointing out that the lots of ships is already intensive without complex damage representation.) I've always wanted a system where fights were decided by crew damage, cannon dislodgement, and internal structural damage rather than the current sinking mechanics. However, at this point its obvious that the developers have made a design choice to go with the current sinking based system and I can see why they did it. Trying to realistic model crew morale under fire accurately enough to be the deciding factor in every battle would be hard, and without forced surrender from heavy damage battles would be silly with ships fighting till the very last sailor, with nothing forcing a player to give up like a captain would historically. I think a good compromise could have been arrived at, but that ship has sailed (pun intended) and I can't fault the game labs for not going that route. I do agree however that penetration and "bouncing" is way too important in game, to the point it destroys immersion for me personally. I would rather see penetrating shots do a lot of crew and cannon damage while weakening central structure, and have non penetrating hits damage side armor without damaging crew or dislodging cannons. I feel this would be a fair compromise from the sea trials system where armor was unimportant at anything but extreme range and the current system where tanks like l'ocean can shake off entire broadsides from equally sized ships without taking any damage, even at relatively close range. Planking thickness should matter, but people who want to play games centered around angling your armor to send the enemy shots whizzing and ricocheting away should probably play games like World of Tanks that have a historically feasible background for their mechanics. Naval Action's armor mechanics are (as far as I know) purely designed to inject more skill and complexity to the game without very much of a historic backing. I can think of a lot of interesting ways to inject skill and complexity without sacrificing immersion. Crew management, for instance, is still very rudimentary, and the biggest objection I can think of against improving it is that complex crew management would be too difficult to manage in battle. Why not tune down the armor angling and damage mitigation meta, and instead introduce active crew morale, deck distribution, and training? This would make the game more immersive instead of less, unlike the armor mechanics. tl;dr Better damage modeling would be too intensive, ships sinking unrealistically fast is a good game design choice the devs had to make, and the armor angling/bouncing meta damages immersion and is not necessary for complex skill based gameplay.
  20. Capt Aerobane

    USS Constitution- That Good or Just Lucky?

    Most frigates in game can equip innacurate or fantasy carronade loadouts, so I suspect it's an across the board gameplay decision. In fact the Constitution is one of the more reasonable as it can only mount carronades on the upper deck. Anyway, the video is very interesting and insightful! thanks for sharing it.
  21. Capt Aerobane

    Thief’s

    I would say remember his name and warn the next clan he joins, but with forger and name change that's impossible. :C Its really unfortunate
  22. Capt Aerobane

    Captain log

    I used to enjoy taking a look at the chat log in sea trials and jumping back to some random spot to see if I remembered the battle it was from. Also to laugh at how long I spent trying to get an AI lynx to answer me in the first battle I played.
  23. Capt Aerobane

    385 crew La Requin

    Of course, if I'm grinding PVE I never do it in the safe zone, it is the single most dangerous place to do PvE on the entire map except maybe the patrol zone. The problem is why on earth would some scrub who doesn't know the game very well think to leave the "safe" zone? If its supposed to be the pve death trap zone of lurking death, why not tell new players? When a person who has played the game for less than a month is sank in the reinforcement zone they aren't going to think "huh, maybe I should leave the safe zone and find a different spot" they are going to think "holy hello kittying shit, if I can't survive in the 'safe' zone i'll get slaughtered in the unsafe zone!"
  24. Capt Aerobane

    Things Which Are Bad Luck

    Oh i would be so screwed
×