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Showing content with the highest reputation on 09/09/2016 in all areas

  1. 11 points
    So there I was- sailing in a pretty, brand-new Essex (dubbed HMS Black Prince) after a really fun mission near Savanna La Mar. I felt pretty great; confidently sunk an AI trinco with minimal damage sustained. However, as I sipped at my tea, I noticed something unusual! Two pirate Privateers, bearing down upon me! Bah; how dare two little schooners attack a great frigate like me! Should be easy, right? Well, it turns out I'm a total idiot. After a grueling hour of getting the "death from a thousand cuts" treatment to my rigging, I finally managed to actually hit the little buggers. (Kudos to Hethwill and his mate for a damn fine job managing their rigging so that a 20 shot broadside at close range would totally miss half of the time). But I was in a rough state and tired from the hour of dancing around and getting owned by two privateers. So I turned tail and slowly tore down their sails to the point we both went "meh". Now every bloody sailor and officer in Kingston-Port Royal has apparently been mocking my foolery! I heard this in a tavern yesterday, and now my crew's even muttering it as they work right under my nose. Bravely bold Captain Hammond, Sailed forth from Carsile He was not afraid to die Oh, brave Captain Hammond, He was not at all afraid To be killed in nasty ways Brave, brave, brave, brave Captain Hammond He was not in the least bit scared To be mashed into a pulp Or to have his rudder gouged out And his morale broken To have his sails torn And his ship burned away And his gun crews all hacked and mangled Brave Captain Hammond! "That's... that's enough music for now, lads." Brave Captain Hammond ran away Bravely ran away away When privaters reared their ugly heads, He bravely turned his tail and fled Yes, brave Captain Hammond came about And gallantly he scurried out Bravely taking to the rigging He beat a very brave retreat Bravest of the brave, Sir Robin!
  2. 7 points
    There needs to be something done to get the majority of players to leave port other than for port battles. I realize that once you max out there isnt enough of a carrot to get you to go out looking for fights and the bulk of players under max level simply stay by the capitals doing missions and running from pvp. Hpw can players be convinced to "go outside and play" ? Well bottles and the chance at a gold drop helps some but its still just one guy in a lynx avoiding pvp. So why not have pvp missions that call for sinking of x amount of enemy players from a faction you are at war with. This would A , get enemies to actually fight in something other than mosh pit port battles and B make pirates a constant target since they are allways enemies. Instead of xp and gold you will get rewarded with upgrade/labor contract/craft notes or even BP on ultra rare drop. It would all be RNG but the chance is there for good drops. Of course players will farm thier alts etc so there would have to be a 1 kill on a player per mission so you have to kill,cap,or surrender different players each time. I dont think that gank squads will be an issue either because if lots of players are doing these pvp missions then they will bump into each others ganking groups and fight it out plus if 20 guys jump 1 player 19 of them will get nothing so hopefully player selfishness will encourage more equal sized battles. If just collecting bottles and fish got players more active this could do the same .
  3. 5 points
    05.09.2016 (prev) captured / owned ports 90 / 91 - Great Britain 58 / 61 - United States 36 / 37 - España 35 / 36 - Verenigde Provinciën 33 / 34 - Denmark-Norge 29 / 30 - France 29 / 30 - Sverige 11 / 12 - Pirates Top 3 Lord Protector 20 - sveno 13 - HMCS Warrior 10 - Gooneybird Top 3 defend time 18-20 - 103 ports 20-22 - 45 ports 02-04 - 44 ports Resources available to a nation *if this post get 6 likes until 11.09.2016 then i will publish next report
  4. 4 points
    Muy buenos dias, senores capitanes, and that's where my Castellano ends, pretty much. I'm German, with good English and poor Spanish skills, playing in an alemanohablante clan for the Spanish Crown. I'd like to point out that essentially, we have two communication scenarios that we need to sort out as a nation if we want to kick some perfidous Albion (or whatever) backside. (1) One is the strategic level, where port attacks are planned, attack responses are organised etc. Let's call this: open-world communications. As far as I can see, this is based largely on the 'Nation' chat and the Spanish TS. I think this is where we can improve a lot by establishing some sort of clan delegate system, where officers who speak Spanish and another language act as representatives (bottom-up) of their clans and relay decisions/commands (top-down). I'm saying this because my clan has two Spanish-and-German speakers who fill this role and it works quite well. More of this = more controlled Spanish power projection where it hurts. (2) On the other hand: we need tactical 3C (command, control, communication) in battles. Let me submit an approach for discussion: TS will be the method of coordination for Spanish speakers (obviously). I woud ask the Spanish speakers to be aware that there may be non-Spanish-speakers in the battle, and to address them in the chat in English. For us non-Spanish speakers, if we have a bi-lingual in the battle, he should be on the Spanish TS, to relay communications. And really? By now there is a lot of experience in the game, so I think we should be able to get over any critical situations with improvisation and an atittude of "He's not stupid just because he doesn't speak my language". At the end of the day, my perceptions are: Yes, there is a language barrier. And: with a bit of good will, grown-up behaviour and some volunteers stepping forward, I'm quite sure we'll be able to handle both levels, For the good of El Rey Nuestro Senor. Hasta el proximo, Don Cristobal Sotavento
  5. 3 points
    Do we be haven any plans wot for sailors to get better, the longer they be alive? I think that would "be neat" as lil Willy puts it! How it would work. Ye hire green crewmen, but over time the become more competent and efficient! When they die… that experience is lost. Then ye must hire more green crew as replacements. My two doubloons.
  6. 3 points
    BR is a broken mechanic at the moment. devs wont hotfix so wait for a big patch to deal with it. Basically AI fleets suck and cause BR issues
  7. 3 points
    It was explained above by Skully. Travel speed in the open world is far higher than travel time in a battle instance. A 5 minute timer allows ships that are hundreds of miles away to come to, and participate in the battle. If you dropped those same ships in the battle in the same spot they were in when the battle started, minus distance traveled at battle speeds instead of OW speeds, they wouldn't even be able to see the participants, let alone reach the battle originators before it was all said and done - hence the 2min timer. 2 minutes is basically visible range of the battle. 2 minutes allows both attacker and defender to have an immediate and clear idea of who can actually participate in the battle. Timers used to be 10 minutes. You could get attacked, yell for help over the magical TS, and have half your clan show up to help. That's not the flavor of the period being represented at all, where a Captain had the resources that were in his immediate vicinity to use against the enemy. As mentioned above with John Paul Jones, half of the ships in Portsmouth didn't show up to his battle because they could travel at high speeds outside of the bubble he was in - the ships he attacked only had the resources immediately available to them to mount a defense. That said, we're WAY off topic. Please do a search for battle timers. This post is about sitting in a battle screen to avoid the enemies outside of your battle (which should never have been there in the first place).
  8. 3 points
  9. 3 points
    Jeheil, we can help you evacuate your ships out of Pampatar for a small fee and your word that you will use them against us in a Port Battle. Payment accepted upon delivery.
  10. 3 points
  11. 3 points
    Продолжаем терроризировать шведов , хоть вероятность победы 1 к 100 а враги превосходят нас по силе в разы мы вступаем в бой!!! До конца боя остается 15 минут шведы бегут в страхе 1 бука убит, второй в хлам побитый боится подойти, павел после лечки бежит аж пятки сверкают.В итоге бросают вику на произвол судьбы. И вот она сладкая ПОБЕДА!!!
  12. 3 points
    It wont change anything, there will just be a new 'best' for each battle. Either 15 Ingers or 25 trincs (or whatever combination) BR limits don't work, create incentives to vary the fleet you are bringing. The ships the attacker will have in current situation: 1st rates 25 The ships the defender will have in current situation: 1st rates 25 How do port battles look currently? So, let’s look at the goals in the ideal port battle. The inherent goal of the attacker is: Attacking the fortifications Taking the capture zones Destroying the defenders The inherent goal of the defender is: Defend the fortifications (optional) Defending the capture zones Destroying the attackers What features are in the port battle: Heavier fortifications Capture zones The raiding of resources (Only in raid battle, see end of post) Land in battles, including shallows. How does this look like in the battle itself? Land is green, shallows are lighter blue When including the fortifications and capture zones: Red circles indicate the zones, the yellow squares the fortifications So, what does this to the fleet composition? Fortifications -> Attackers will bring mortar brigs -> defender will bring frigates to attack mortar brigs-> attacker will bring frigates for defending the mortar brigs. Shallows -> Deep drafted ships can only operate in certain areas -> the usage of shallower draft ships. So, what does the fortification do to the fleet composition? The ships the attacker will have in current situation: 1st rates 17 Frigates 5 Mortar brigs 3 The ships the defender will have in current situation: 1st rates 18 Frigates 7 When shallows are taken into the calculation, the usage of 4th rates and 3rd rates will increase. The ships the attacker will have in current situation: 1st rates 10 3rd/4th rates 7 Frigates 5 Mortar brigs 3 The ships the defender will have in current situation: 1st rates 12 3rd/4th rates 6 Frigates 7 When raiding of resources is also taken into account, this will result in the following: The ships the attacker will have in current situation: 1st rates 10 3rd/4th rates 6 Frigates 4 Indiamen 3 Mortar brigs 2 The end result is a very tactical approach to a currently linear engagement. The attacker can position himself for the most optimal appoach, whilst the defender is incentivized to sally with the frigs to take down the MB's. Also the fleetcomposition plays a massive role in the strength in battle, no longer will 1st rate on dominate.The whole cat-mouse game starts there and then. For more extensive and detailed proposition regarding the draft of ships in this game, look here: http://forum.game-la...pshallow-ports/ Which would create a detailed spectrum in which PB can be split. Certain ports will allow up to 6, certain to 8, some to 5,5, others to 4. Not only will this diverse how ports are spread across the map, it will also create interesting combinations and even more variety besides the earlier described diversity incentive.
  13. 2 points
    Based on ongoing abuse of the automated damage system, and due to recent changes in mechanics on who may attack whom, the following rule is now adopted: This rule has been posted in the official rules thread: http://forum.game-labs.net/index.php?/topic/2346-forum-and-sea-trials-rules All Captains are required to follow the posted rules at all times in game. Thank you.
  14. 2 points
    vengeance for what? he even didn't kill u. so, what are you talking about? In most cases, glueing AI fleet saves a trader from being ganked. btw i love this state of mind 1v1 omg this dishonoured ***, killed me 1v X (x between 4 and 10 or even more) haha, now I kill u, why are u running away like a little girl. fight like a real man. coward!!1111111
  15. 2 points
    If you had read them carefully you would have stumbled across this: "Rule set will be updated regularly. If a situation is not covered here, post the case in the Tribunal forum"
  16. 2 points
    (Annotation for the tournament: For the tournament and why only carronades have won, there are many reasons. Main reason for that is the limited space and the very limited time which makes any strategy but going full in with carronades obsolete. Things would be different if the timer was 1,5h. And also you need to take player skill into consideration. When brawling with carronades you dont have to be as good as when brawling with longs. ) Now back to the values. Ok, you got me, im going into more detail I will use the Trinc as example here, you can use any ship you want though. A teak trinc has a thickness (T) of 60 A trincs masts have a thickness of 105 Cannons vs masts: The 9pd longs have a max pen of 95 at 25 meters, so they will NEVER penetrate a trincs masts. So for shooting masts you might aswell just F1 them, since they dont do anything at all. 0 Damage (That includes the chasers ofc) The 18pd longs have a pen of 107 at 100m and 99 at at 200m so with half your cannons, you will do damage to the enemys masts at around 130m The 32pd carronades have a pen of 107 at 200m and a pen of 96 at 300m. So with the carronades you will do damage to masts at around 220m. Conclusion: 9pd L = 0 18pd L = 130m 32pd C = 220m With carronades you can demast your enemy from longer distance than you can with longs. Cannons vs Hull: Again looking at the values, a trinc has 60T. That means that at a 90° Angle shots that come in straight will need 60 pen to do damage. So we will look at the straight values first before we make it all way more complicated 9pd L have 62 Pen at 400m 18pd L have 69 pen at 600m so they will probably pen at like 700m 32pd C have 67 pen at 600m so they can pen at like 650m (Yes, i know Carronades probably wont hit anything at 650m) Ok, dont stone me jet, since the numbers raw like this are decieving. Now we add Angle into the consideration (Not jet heel, hull shape and flightcurve) At a 45° Angle the trinc will alrdy have 84T. 9pd L pen at 110m 18pd L pen at 380m 32pd C pen at 400m Here you see that at a 45° angle the effective gun range of Carronades is higher than the effective gun range of longs. But again these numbers are decieving. Now it's where it becomes too complicated for me to explain, but basically you need to look at the angle at which the ball hits the side. Since carronades have a totally different flight curve than longs they will hit at a different angle than longs will. that has advantages and disadvantages in regards to hull shapes and heeling. Basically, when you want to take less damage at longer range from a carronade you need to try to heel towards the enemy, that will increase your armor because it increases the angle at which the ball hits. Same goes for longs, but they have a much straighter flight curve. That means that for all the m values, you probably have to subtract at least 100m from the pen range because of heeling and so on. (I know this last part is a very rough "calculation", but it's the best i can do right now, since there are too many factors to evaluate) Conclusion: ONLY at a range of 500m at a 90° shooting angle will one deck of longs be more efficient than carronades. Once the enemy slightly turns, you wont do any damage anymore. Then you need to get into closer range that you can pen with longs and at steeper angles carronades will just outpen you due to their higher pen. Not to say that ofc at close range you will just get out dps'd. Carronades care way less about Angles than longs. Over all Conclusion: 1: You cannot win a demasting war vs carronades 2: There is a very slim window at around 500m and 90° Angle where the 18pd longs will have the advantage over 32pd carronades. 3 : Once the enemy angles to 45° and more the carronades have the advantage again. (And this is only talking pen-wise, not damage) I've alrdy said what my suggestion would be in the posts above, but basically the values need to be adjusted, so that longs actually can be used at longer range than the carronades which are supposed to be a short range weapon. Because 0 damage from not hitting or 0 damage from not penetrating is actually the same (To jodgi, Yes, ofc you can desail them, cripple them and then sternrake them. That's still very much possible in a 1vs1 i totally aggree with you. Considering it's not that close spawn madness that we have in the duel room. It only takes a huge amount of time and patience to kill 1 equally sized ship. Especially if he just refuses to rep sails and only reps sails once you get in close to finish him. Once you get into a group fighting position its totally different since you have to get into the fireing range of one carronade enemy to do the decrewing and boarding and during that time you will get wrecked by the carronades.) Last thing: Let's not forget that reload thing! Cannons shouldnt reload faster than you can make a 180 turn with the wind. That makes turning obsolete because you can 2:1 someone by just sailing straight.
  17. 2 points
    Thank you for your time, really apprechiate it. As far as I can see it the problem occours only if a pirate wants to join an already started battle with a national-smuggler involved. I got two proposals to this issue: 1) Disable the Smugglerflag for Warships and only make it only available if you are rocking a trader ( for not switching to warships in enemy port, the flag has to be disabled prior selling the trader you are on or switching to warships) 2) Dont handle the smugglers in battle same as the pirate nation. Allies should be able to join allies, "not at war/not at peace" should be able to join each other, factions at war should not be able to join each other, pirates should be able to join anyone Good thing you arent, because i really dont think this is a "waste of time" and dont think you really get the key point - same rules for everyone. The tribunal uncovered two issues: Intentional green on green and the smuggler issue. The latter i wasnt aware of myself till this encounter. Imo we have comparative "easy" solutions for this as for the smuggler issue see the above. But agreed give the devs some time to figure this out. "If you are in battle, and a green player in that battle begins to intentionally damage you, put it into Tribunal.[...]" The key word is intentional. Exploding in the enemy fleet is not even green on green, sinking your ship intentionally is not green on green either. Only if you intentionally explode in your own fleet that would be considered green on green and could be brought to tribunal. Edit: I actually misunderstood you there. But as Henry states later on its all about whether somebody brings it to tribunal or not. No plaintiff, no judge.
  18. 2 points
    I'd come up with a scheme for this some time ago, kind of modeled on Silent Hunter Online. It served two purposes - 1. providing a fun way to make a small boost to performance with experienced crew, 2. to make crew valuable, and not something you threw away willy nilly. Crew now costing money has taken care of #2, but #1 is still there.
  19. 2 points
    There won't be one. One of the terms of purchasing the game is that you will follow the rules when utilizing the shared servers. Failure to honor the terms by which you purchased the game does not entitle you to a refund. This is covered in the EULA and TOS.
  20. 2 points
    trinco conny conny vs ocean bellona trinco inger surprise victory
  21. 2 points
    Congratulations Jeheil, heres a sub for your 1000 subs
  22. 1 point
    Hi captains (and hopefully Devs) Time ago PB were modified to fit into one of three categories , trying to gain variety to the collection of ships we use on those battles. While it is true that these battles become a bit more entertaining, the number of variants are equally limited, as practically everyone tends to use the same ship - allegedly the most more useful in each category, 1st rates for RC, 4th (inger) for Deep ports and mercury for Shallows - so in practice only 5 or 6 ships types at most are used...making port battles somewhat dull as two mirrored fleets competes in doing the most damage. Those of us being here from Sea trials, on those big battles were surprises were fighting alongside Victories and Santissimas, remenber for sure how much fun they were.... partly by ships variety allowing mixed strategies...ships of the line were pounding their linear formations, while forces of frigates tried to position themselves in the enemy´s rear...or trying to screen their own lines from their enemy counterparts. In the spirit of bringing back those times, I ask for a BR total limit being assigned to each of the three port battle types. Each sides would try to max his forces with two variables, number of captains (up to the 25 limit) and BR "weight" to maximizes their probabilities. This change would have the added advantage of equalizing battles for low-population nations/timerzone, as 15 captains would have a greater chance against 25 in ships totalling same BR than in same ships (as currently). ----------------------------------------------------------- Thanks Eishen for help me with the traduction and for add some ideas
  23. 1 point
    This has been debated and answered ad nauseum on the forums. Further, the new system will change the entire way port battles are timed. Locking as no longer relevant given the new conquest mechanics that are on the way. OP is reminded that further foul language outbursts of this nature will result in a more serious response from the moderation staff.
  24. 1 point
    Yo cada vez me asombro más con la gente. Si esto no fuera para todo el mundo, no tendrían acceso. ¿Acaso a nosotros se nos ha perdido algo en el foro inglés? Que yo sepa llevamos desde el primer día leyendo el foro inglés porque solo existía ese y nadie nos ha echado de allí.
  25. 1 point
    I must admit that recently I just turn fishing off when in OW. Bottles have been more disappointing than rewarding and that from the beginning of fishing (besides the fact that it took forever to get even 4-5 bottles in the end). I like to play the game, however sailing for hours across the whole map is not as entertaining as the other aspects of the game (battles, crafting, etc...) At least I got some gold upgrades at one time but since that's over I have turned fishing off. That way I don't get side tracked and I can keep playing the more rewarding and fun parts of the game. The thing that turned me off the most was the huge commute with no action. If only I had been intercepted by someone on the way, at least that might have made it more fun. If I ever pick a bottle again I might just give the position of my wreck as bait on global chat and see if anyone shows up and fight me for the loot. Best case I might cap their boat too and make the whole trip worthwhile, at worst I loose a ship and get a good fight on my hands which is fine too. I'm always happy to learn from a better captain.
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