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Poll on limited use of repairs in battles

Repairs usage poll  

262 members have voted

  1. 1. Limit the use of repairs in one battle

    • yes
      181
    • no
      80


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1 hour ago, Jean de la Rochelle said:

Limit it to 1 hull and 1 sails only. Consider having to spend hull repairs on leaks as well (may remain automated). Consider a philosophy that repairs are mainly for OW, not for instance. Maybe it promotes a playstyle in which long range cannon battles become more common again, opposed to the aggressive boarding. I also want to see a lot more sunken ships in PBs.

Already a lot of ships sinking in PBs.

But I agree with you on limiting the repairs.  I just dont think setting it to a magical lock of 1 and 1 is the right way. 

I would rather see it become so crew intensive that is all you can do while doing it, and your crew become VERY exposed. 

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On 13/11/2017 at 2:59 PM, Hodo said:

Already a lot of ships sinking in PBs.

But I agree with you on limiting the repairs.  I just dont think setting it to a magical lock of 1 and 1 is the right way. 

I would rather see it become so crew intensive that is all you can do while doing it, and your crew become VERY exposed. 

The problem will remain.

A faster ship will sail away and get into the fight again every 12 mins if he do well.

While he is sailing away he only cares to repair as soon as possible and the crew loss can be easily solved using rum after repairs. 

More penalties should be applied when you activate the repairs.

Edited by Intrepido

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24 minutes ago, Intrepido said:

The problem will remain.

A faster ship will sail away and get into the fight again every 12 mins if he do well.

While he is sailing away he only cares to repair as soon as possible and the crew loss can be easily solved using rum after repairs. 

More penalties should be applied when you activate the repairs.

Not if repairs take 100% of your crew leaving you with nobody sailing. 

Your ship will come to a stop and leave you helpless. 

If you leave sailing on and gunnery on, you will lose the amount of repaired percent by the amount of men short of the task you are.

So if you need 100 men on a ship that has 100men to do the repair, and you have 25 on sails and 75 on repairs, then you only get 75% of the repair value normally done. 

I also think sailing should require MORE crew at full sails than it does now.  A ship sailing at full sails is not an easy ship to handle, you need a lot of men to handle all of the ropes on the sails.   Battle sails should require less, as you have less actual sail aloft so you have more men free for other combat tasks on the ship. 

Edited by Hodo

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1 minute ago, Hodo said:

Not if repairs take 100% of your crew leaving you with nobody sailing. 

Your ship will come to a stop and leave you helpless. 

100%? A bit strange...

And you can have zero crew at sailing while you reach max speed. You cant use sails but once you figured your best course it doesnt matter.

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There no skill in a fast ship when you can repair endlessly.

Limit of 2 is fine and much more balanced as is the limit on chain shot which is really needed to balance the limit of sail repairs

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Just now, Intrepido said:

100%? A bit strange...

And you can have zero crew at sailing while you reach max speed. You cant use sails but once you figured your best course it doesnt matter.

Then you better hope you are pointed away from the fight and no one is going to engage you while you are sailing (drifting) in a straight line.  90seconds is a long time to be caught sailing straight.

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I don't see why we should be limited to 4 repairs across the board. you need to have the needed amount and right type of repair to keep doing it, it have a cool down of several minutes and to get the full effect you need to be able to disengage. 

So because some people are playing in a slightly different way more suited to their style, they and everyone else should get, what i see as, penalized? 

This proposed change also just feels way to arcade-like to me as well... "we have the wood and nails needed sir, but Admiralty prohibits us from repairing more than four times in a single battle" 

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12 minutes ago, Thomas G. Marshall said:

This proposed change also just feels way to arcade-like to me as well... "we have the wood and nails needed sir, but Admiralty prohibits us from repairing more than four times in a single battle" 

For the longest time we ALWAYS had limited repairs, started from sea trials all the way to when structure was introduced - To me it's the other way around; multi repair seems arcadish

Example:
You can stack repair mods / perks / skillbooks so you get a HP repair of 50%. Do that twice (11 min cooldown) and you put together a brand new ship in the heat of a battle - Now tell me that isn't arcadey?

Sure, IRL vessels would carry some repair tools - to fix the damage that needed to be fixed asap - But no way they were prepared for, let alone carrying, repairs to  get in a shape they felt confident to get back in an engagement

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01.11.2017 в 13:24, admin сказал:

Пожалуйста, проголосуйте за ограниченное использование ремонта в боях

Текущее состояние битвы помогает более быстрым кораблям с большим количеством ремонтов, которые могут разъединиться и вернуться в бой. Сражения в целом дольше, и побег легче с неограниченным ремонтом. 

Мы предлагаем обсудить ограничения на ремонт, например (3-4 использования на битву за все ремонтные работы), сохраненные на корабле (чтобы вы могли захватить корабль, который не использовался ремонт и продолжать сражаться в нем). 

 

01.11.2017 в 13:24, admin сказал:

Пожалуйста, проголосуйте за ограниченное использование ремонта в боях

Текущее состояние битвы помогает более быстрым кораблям с большим количеством ремонтов, которые могут разъединиться и вернуться в бой. Сражения в целом дольше, и побег легче с неограниченным ремонтом. 

Мы предлагаем обсудить ограничения на ремонт, например (3-4 использования на битву за все ремонтные работы), сохраненные на корабле (чтобы вы могли захватить корабль, который не использовался ремонт и продолжать сражаться в нем). 

При вводе ограничений на ремонт, возвращайте количество пробок в зависимости от того, насколько уменьшится количество ремонтов, и халявный ремонт в ОМ без использования того что в трюме.

Не стоит трогать эту механику, сильно много откатывать назад и переписывать в коде. Оно Вам надо?

ПС. Автозамена: количество прочностей

Edited by Klava Pupkina

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I think a better solution would be to make it so can only repair half damage inflicted,  and this amount decreases each time as more damage is inflicted.

 

So ship goes from full to half, can repair to 3/4.

Ship again damaged to 1/4 and can repair back to half.

Same for Rum and rig,  only limited crew and sails can be "patched up" during combat.

 

So as battles continue ships are affected by diminishing repair effectiveness, only so much can be patched at in combat.

Allow full repair again only in OW via repairs, or at port.

 

Edited by Dibbler

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I have seen experienced and repair moded players, repairing from a sunken ship into a brand new ship, turning back to his chaser with half hp and eating them alive.

I find it really bad and arcade. Limit repairs to 2 total be it 2 hull, 2 rig or 1 each. And limit stupid rum for 1 time which your necromancer surgeon resurrects only a percentage of dead crew. What about increasing speed penalty for carrying repair kits more than a set amount ???

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