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Teutonic

Stuck in a port with fleet but not enough crew

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Have had this issue come up a couple of times and it seems to be pretty limiting in solutions if not just bad mechanics.

Example:

you in a Bellona capture an Ocean lineship. You then quickly sail to the nearest port you can dock. you already have all 8 outposts

you have 2 options if you want to somehow undock, both are not ideal

1. you have to delete an outpost, which could potentially have you lose ships, assets, and buildings

2. you must sell or break up the ship in order to undock since you do not have enough crew to sail both ships with minimal crew.

A player gets stuck in a port and has to make a rather awful decision of killing his prize, or destroying possible assets somewhere else, always to lose something.

in This scenario, if a player enters a port that he/she does not have an outpost in with a recently captured ship from a battle, depending on the ship and what the player was originally in, now the player is unable to undock with both ships.

if the minimum crew is 500 for example, and then he captured ships minimum crew is 750, with a max crew of 1,100 the player literally has to make a choice of be stuck in the port forever, scuttle a ship to continue, or destroy an outpost (if you have all 8 already) which potentially can destroy other assets you consider valuable.

Am I the only one that sees something wrong with this?

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It would be nice to be able to either Trade the fleet ship or put it on sale directly from fleet interface tab - rather than to have to destroy outposts & ships to make new outpost and dock space to unfleet the ship to do the same.

Edited by Barbancourt (rownd)

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Easiest way atm is to always have one reserve spot for being able to create a flexible outpost if/where needed. This is how I do.

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Go to fleet. Switch ships.

Take the cannons put them into the warehouse.

Put the ship for sale for an insane price.

Put the cannons in the remaining ship.

Sail home.

Switch to a cutter put the cannons in hold.

Sail back to the port where the prize ship is for sale.

Sell your cutter, take the prize from sale and equip it.

Sail your prize home.

 

(no need to make an outpost or to lose the prize ship)

Edited by z4ys

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7 minutes ago, Barbancourt (rownd) said:

You don't need an outpost to put your ship on sale?

nope you dont need one

 

When i want to buy a ship in an enemy port i do this:

pick smuggler take a trader ship.

Sail to enemy port and enter.

Put your trader for sale at an insane price.

Buy the warship that you want and take your trader from sale.

Send the warship to fleet. (maybe put cannons on it)

leave the port with your trader and the warship as fleet.

Edited by z4ys

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All these proposals can only be emergency solutions. The main problem is that the game mechanic isn't clear in this case.

If you capture a ship the min. crew isn't the same than if you send it to fleet an leave the port.

The solution can only be, that these two cases will be handled equal in future.

To solve the problem the min. crew of a ship should be half the max. crew of the players rank.

For example:

  • min crew of a first rate is 550 - highest rank can have 1100 crew 
  • min crew of a sec. rate is 400 - second level officer has 800 crew
  • min crew of a third rate is 325 - ...

If you are not able to put enough crew after boarding (with rum rations) on both ships, you can't take the ship and have to sink one in battle (your old ship or the captured).

 

The actual mechnics allows you to capture a first rate, send a few crew members on the caputred ship and fight again with your nearly full crewed first ship. This has nothing to do with reality

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57 minutes ago, HamBlower said:

All these proposals can only be emergency solutions. The main problem is that the game mechanic isn't clear in this case.

If you capture a ship the min. crew isn't the same than if you send it to fleet an leave the port.

The solution can only be, that these two cases will be handled equal in future.

To solve the problem the min. crew of a ship should be half the max. crew of the players rank.

For example:

  • min crew of a first rate is 550 - highest rank can have 1100 crew 
  • min crew of a sec. rate is 400 - second level officer has 800 crew
  • min crew of a third rate is 325 - ...

If you are not able to put enough crew after boarding (with rum rations) on both ships, you can't take the ship and have to sink one in battle (your old ship or the captured).

 

The actual mechnics allows you to capture a first rate, send a few crew members on the caputred ship and fight again with your nearly full crewed first ship. This has nothing to do with reality

Have you ever thought about that it is maybe a game feature to not allow firstrates as fleetships?^^

I am more for a warning when you want to enter a port that you may not able to sail out again rather than allowing 1st rates as fleetships.

Edited by z4ys

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3 hours ago, z4ys said:

Have you ever thought about that it is maybe a game feature to not allow firstrates as fleetships?^^

I am more for a warning when you want to enter a port that you may not able to sail out again rather than allowing 1st rates as fleetships.

The case isn't wether a firstrate is allowed to be fleetship or not. But if firstrates are not allowed as fleetship, then it should not be possible to take it with you, neither when you leave port, nor as caputered battle loot.

The problem exists for lower ranks as well. The crew limit of the ranks doesn't fit to the min. crew of the ship classes. This has to be rebalanced.

 

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On 11/13/2017 at 12:11 AM, Teutonic said:

Have had this issue come up a couple of times and it seems to be pretty limiting in solutions if not just bad mechanics.

Example:

you in a Bellona capture an Ocean lineship. You then quickly sail to the nearest port you can dock. you already have all 8 outposts

you have 2 options if you want to somehow undock, both are not ideal

1. you have to delete an outpost, which could potentially have you lose ships, assets, and buildings

2. you must sell or break up the ship in order to undock since you do not have enough crew to sail both ships with minimal crew.

A player gets stuck in a port and has to make a rather awful decision of killing his prize, or destroying possible assets somewhere else, always to lose something.

in This scenario, if a player enters a port that he/she does not have an outpost in with a recently captured ship from a battle, depending on the ship and what the player was originally in, now the player is unable to undock with both ships.

if the minimum crew is 500 for example, and then he captured ships minimum crew is 750, with a max crew of 1,100 the player literally has to make a choice of be stuck in the port forever, scuttle a ship to continue, or destroy an outpost (if you have all 8 already) which potentially can destroy other assets you consider valuable.

Am I the only one that sees something wrong with this?

Or you use the Parking option and place one for sale on the market for a price your ok with and come back and get it later

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