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Repairs on freetowns


Cabral

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9 minutes ago, Cabral said:

 Why there's no rig repairs and rum to buy on freeports. Every freetown I visit there's only hull repairs, how I gonna refit my ship in remote areas?

If no players want to make business there - hear that traders ? kits needed in free towns. -  you can resort to attacking NPCs warships and loot them.

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14 minutes ago, The Red Duke said:

If no players want to make business there - hear that traders ? kits needed in free towns. -  you can resort to attacking NPCs warships and loot them.

 Thank you for reply.

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We should be able to buy repair kits from vendor, at least up to 5th rate and probably also for 4th rates.  Repair kits are just creating extra craft/trade/grind, making it heavy to play.

Previous repair kit system was better.

You could leave repair kit crafting in game, but then we would "join" those to repair kits to old style repair kits.  Crafted ones could be also cheaper.  But you should be able to buy repair kits from vendor and sail without thinking crafting and trading.  Have fun time sailing and fighting.

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I like it that it is a challenge to operate in enemy waters. Now NA is a logistic warfare as well. To keep fighting in enemy waters you have to be supplied otherwise you have to withdraw.  That means even you dont get sunk but you have to leave because of supply shortage its a tactical victory for your enemy.

I really like all the new game aspects that 10.0 gave us.

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39 minutes ago, The Red Duke said:

If no players want to make business there - hear that traders ? kits needed in free towns. -  you can resort to attacking NPCs warships and loot them.

All three repairs are flawed from a crafting perspective. This isn't necessarily wrong, but it's probably a large reason why there are so few on sale:

  • Hull repairs require insane amounts of LH: 6.8 each, meaning a crafter specialising in them can only make 145 a day. This won't go very far, especially as perhaps only 1 player in 20 makes more than just what they need themselves
  • Rig repairs are a better on LH (2 ea), but requiire insame amounts of hemp: 6 each, when a level 1 hemp plantation only makes 400 a day
  • Rum itself isn't bad. 0.11 LH and 0.44 sugar, but sugar plantations make so little, just 93 a day, and the other three ingredients are needed in such tiny quantities it seems wasteful to use three building slots for so little product.

It's possible to set up a reasonable production line to make all three (as I posted below), but then you have a problem selling them. If you want to supply free towns, that's three sell contracts per port, you cannot teleport there to claim contrtacts, which may give you cashflow problems if you need the money from previous sales to be able to harvest materials for the next batch, and you can only have a maximum of 10 contracts at a time - so that's only three or four ports you can supply.

 

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22 minutes ago, z4ys said:

I like it that it is a challenge to operate in enemy waters. Now NA is a logistic warfare as well. To keep fighting in enemy waters you have to be supplied otherwise you have to withdraw.  That means even you dont get sunk but you have to leave because of supply shortage its a tactical victory for your enemy.

I really like all the new game aspects that 10.0 gave us.

 Even HMS Surprise resupplied herself on Brazil coast and at Galapagos when was after Acheron.

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