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Open World should- have multiple instances using real years to keep older ships viable


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It's like asking for CS-GO servers to switch into pistols only mode, because you like pistols, and you don't care what anyone else likes. You also feel that pistols should be the main weapons, because stuffz. Also, you like pistols.

 

So let's force what you like on others, too!

 

Sigh.

 

Balancing by risk and profit. You make encounters in one area fitting a certain range of ships, thus encouraging people in these ships to stay there. You balance bounty hunting so that ships that are too good for that region hunting small, region-appropriate ships are not only limited in their income, but also a nice, juicy reward for any law bringers. The more of asshats overpowered ships in low level region, the more is the chance of gaining profit by visiting it and keeping the area calm. Link it to in-game message system - rumors? missions?, and you have yourself a dynamic environment that controls itself, with full player agenda and an ability to get that super frigate vs rawboat match if you want... you being either the frigate or a rawboat. And most of all, no screw you, its monday, your ship suddenly became not yet invented! nonsense.

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I feel like the worst ships of the period are being compared to the best to try and solidify your point. Over the course of a hundred years there were a lot of significant changes to the design of ships in the navy. Privateers didn't always have access to the top of the range equipment when building their ships. Some did, but it was dependant on your contacts, wealth and social status. It took a little time for their vessels to catch up, and the merchants even longer. Old, outdated vessels were just a part of live during that age. Many songs stem from vessels better suited for the bottom of the ocean than in a service. The Antelope from 'Barrette's Privateers' is a good example.

 

I like to look at it like tech one and tech two vessels in EVE. Sure, tech two are always going to be better, and head to head tech one will almost always lose to a tech two. There are two reasons for this. One is because of the bonuses the ships get, the second is because of the expanded slots for equipment. Though Naval Action's ship lineup wont have powergrid or CPU, they will all have slightly different attributes. A frigate from the early 1700's will be able to overpower a smaller ship regardless of age if the captain is decent, likewise a ffore and aft ship will still be able to outrun a square rigger regardless of how old she is, so long as she is well looked after.

 

What it really comes down to in my opinion is skill of the captain. Not just to find the biggest and best ship, but tto find a vessel that best suits his or her style of game play. Once the ship has been selected, he or she can spend the money and time making that ship it's best with modifictions and new equipment. New players can work their way up the older ship line to get a feel for the different styles of vessel, while saving up for a new ship they like.

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