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r6751

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  1. I remember reading a long while ago that you can get teleported back to your home port if in trouble. If so, how, what key does that?
  2. Presently I am stuck trying to deliver goods to a shallow water port. Realistically, my ship could unload into boats from anchor point to docks. If not that, I should be able to row ashore to purchase any available small ship. I should be able to transfer cargo between ships in port. Then I could take my small ship to the dock and deliver. I noticed that towing into port was possible, took time, and failed several times. Unloading into boats too would take time, as does ditching cargo overboard. The logical thing to do is lighten ship. I dumped my fish, salt, and provisions but it didn't help. The unloading by boats should not involve any visuals, except perhaps a message that it is happening, and that it will take time. Help us out there, guys!!
  3. Ah, won't see it. Thanks. So when I go into a port, they do? Can they be used for cargo?
  4. Hi all. I can't find out how to get my fleet ships to leave port with me. I have bought many at various ports. All are docked, two are in fleet. I can man them with crew all right. They just sit there. I got a message to use the Fleet +1 perk, which I have. How do you use it. I tried clicking, double clicking. Nothing. Love the game, but it is frustrating when most guides and forum entries are years old.
  5. How do you get fleet ships to sail??? I have many of them, here and there, but they never sail. Also, where is the teleport button I read about? I also have the Fleet +1 perk but have no idea how to use it. I was told I must use it to increase fleet size, but how?
  6. I haven't been able to find out how to launch fleet ships to sea!! Players are asking info on using them, but I can't even get them to join me at sea from a port that I am in/launching from. HELP!
  7. I think your timed travel is fine as an option. For those who want to sail the seas and not just fight battles. Getting anywhere is half the fun.
  8. Battle is only part of the game. You would not worry about food/water/rum except on voyages. This could be as simple as a range circle based on food/water vs crew size. A warning if you exit the range when no friendly supply source is within the circle.
  9. There is no incentive in the game for any player to surrender right now. There should be. There is no known 'penalty' for being sunk, except the obvious. Perhaps there should be a scoring system that makes a difference to a losing player whether he lowered the flag or got sunk fighting. I don't think the AI should decide the crew will no longer fight. A ship should fight if capable and the decision is made by the captain. A sunk ship is a victory for the winning side/player. A surrendered/boarded ship is not only a victory but a captured and perhaps later useable ship. Likewise, a sunk ship is a loss to the losing side/player, but a surrender/capture is worse - or should be. What incentive is there now for any player to surrender? The concept of a big battle with 30 hulks remaining is interesting, but how many players will be able to stick out the amount of time needed? I would have to leave such a battle as my time online is limited by my real life. What happens to the battle, to the hulks, when only a few players remain actually involved? What happens to active ships, in a big battle, when real life forces players to log off?
  10. I agree. Some repairs are just not possible at sea. In the later game, I hope that replacing rigging would take more time. Replacing masts would be a port requirement, and yards/spars could be replaced, again in time, but only one at a time. The repair times could be blocks, allowing one type of repair per time block. The captain should attempt to remove himself from combat to do repairs. If he cannot or chooses not to pull back, repairs should be limited and longer to do. This could be a timer based on seconds between firing. Missing masts should be a port repair, except for jury rigged single height half masts with perhaps a single sail to work. There is no way an entire mast, with yards, and sails should be replaced during any fight.
  11. Please NO magic! No skeleton crew! Let there be trading/exchange between ships, such as ammo, food, goods, even crew. Prize crews for captured vessels. Some form of realistic navigation, please. I don't mean sextant use, but have navigators who can calculate positions. Better ones do a better job. No navigator, players guess. Let there be storm damage. Let players command NPC ships that auto follow and can be given combat commands. Captured ships become such with skeleton crews. Let there be loot from sunken ships that can be collected and used or sold. (planks, sailcloth, barrels, crew) Let there be buried treasure, where players can stash extra cash & loot. Password protected locations on land. Lose a ship, don't lose your wealth. Let there be ship's physicians who reduce crew losses when present. Let there be a period of drunken partying after a victory; during which your ship is vulnerable to attack at reduced abilities. Let there be sickness where physicians can reduce the effects; which would be reduced abilities of your crew. Let there be ships carpenters who reduce damage quicker than without them. Let there be types of crew casualties; gunners, sailors, officers. Each effects an aspect of ship operation.
  12. Here's my thoughts, after viewing the Beta. The HUD should have three settings, toggled by the CTRL H combination. There are three things/topics that a captain would need to monitor; sail settings, battle controls, and damage. If I am sailing and not in combat, I don't need to see anything but the sailing diagram in the compass, lower left. A final toggle would be no HUD at all; for just enjoying the view.
  13. Here's my thoughts, after viewing the Beta. The HUD should have three settings, toggled by the CTRL H combination. There are three things/topics that a captain would need to monitor; sail settings, battle controls, and damage. If I am sailing and not in combat, I don't need to see anything but the sailing diagram in the compass, lower left. A final toggle would be no HUD at all; for just enjoying the view.
  14. I don't play multiplayer myself but have been playing similar games for years: Sea Dogs; Pirates of the Caribbean; Pirates of the Burning Seas; POTC mod builds; and others. Here is my set of wishes/suggestions. Build a game for seafaring folk, as you described it, with rig management, crew management, crew quality and training, navigation, numerous ship types, and I will play. Immersion is what I seek. Let there be an on deck view for a captain to see his command. Let there be crew on deck, better looking than in POTC. Let there be telescope view to spot and identify other ships and land marks for navigation. Let there be officers/key crew men with personal qualities that, when added to the player experience/skill will increase chances of success. Let it be an open world where a sailor can command his course of action and direction. There should be trade for those who want to ply the routes and deliver cargoes. Please keep the magic, monsters, and spells out of this game!
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