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SS Minnow

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About SS Minnow

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  1. Wish economy missions would NOT be added to the journal...pain in the azz deleting them. Also add FLEET indicator/warning to show you have fleet ships. Annoying when you enter a battle/mission and realize you didn't detach your trader ships.
  2. Hi Felix

    What great work you've done...I used it 1000 times!

    As I have spent many hours in my Naval Action Explore.ods project I wonder if they will continue the API json uploads?

    Any idea?


    1. Felix Victor

      Felix Victor

      No idea, but I hope so.

      Btw: your tool is great ^^

    2. SS Minnow

      SS Minnow

      ty guess well have see - o7

  3. Make it simple...take BR completely out of the equation. Just settle on the join timer limit. Don't make us do math and ask a dozen hypotheticals.
  4. The ROE are not clear. I have not seen anyone that can explain them perfectly. Players ask this every day and there is no link to refer them to. Perhaps they are too complicated ATM.
  5. Glad we are discussing this...it is really important to make make the aiming controls 'crystal clear' and less frustrating. Ultimately we have to simplify this. This aiming control is basically setting the focal distance to a fixed number (100m, 250m, Max. cannonball distance, infinity). How did we end up with these 4 choices (arbitrary)? Can we eliminate some confusion and just call it 'focal distance' ? Can we give more choices for 'focal distance' ? So we see what a struggle it is to define...lol. I don't think the focal distance changes when you aim high or low with convergen
  6. Would using war supplies to change/skew the Port Battle BR be a potential use for them? I like the shore parties and economic suggestions. Manning forts again maybe? Keep the ideas coming!
  7. Any suggestions for a Part Tres? US wants to send less experienced players to try PB...our few old vets likely would not win anyhow. We tried to come up with a new ship lineup (2 Santis)...so hard to find US players with 5 slot santi, 3rd Rate, Pavel, Essex. So in the interest of keeping us interested in trying this again, and maybe helping develop the RVR game, do you have any suggestions?
  8. The implied goal is to make the ship useful for at least some purpose. I dont want to see all the focus be on balancing the side HP, thickness and speed so it equals the aggememnon or constitution. Make each ship as different as possible but tailored to having an advantage at a specific role. For example, the US coast guard might include a wappen with the fleet to just handle the boarding if we were able to de-crew a line ship and wanted to capture it. Its more efficient than bringing a lineship with our patrol maybe. I also wanted to point out that the devs introduced internal struct
  9. Since the wappen is wide it would be relatively slower and turn better as it currently does. The Wappen feels weak and under-crewed and seems to be missing a unique feature since it looks so different. I would think the Internal Structure should be more than 50% x side HP since the ribs span a wider distance. Make the Internal structure = 65% x side HP. An Aggememnon has about 500 / 538 gun crew. The Wappen has 470 /560 gun crew. Add at least 60 crew to fix gunnery balance. The Wappen has 4 decks which gives it an advantage in boarding. Consider giving it a boarding read
  10. I believe that the DLC ships are a problem still since you can just redeem one every day where you want it and proceed to have fun (with no cost) sinking ships of players struggling to make a decent ship. No work done, interferes with balancing development. DLC ships would be a nice blueprint idea, but not a redeemable every day where you want it and have instant ship ready. It defeats the rest of the game implementation. If I was a skilled developer struggling to make deadlines, I would not complicate the game theory with DLC until I proved the game was balanced and ready....but I'm not a
  11. Why not make it free. It's a small subjective thing that would give some VALUE ADDED appeal. Just code in the flags and import specific to a graphic format.
  12. OK, don't remember a port ever buying my ship, but maybe 3k is too cheap now, idk. Isn't this a good way to promote crafting, AI capturing, ship market, economic diversity...lol
  13. In case it wasn't noticed, ports now buy your ships you put on sale after several days go by and no one buys it. This is new and could add a new revenue source. It adds more ships for sale also, so more pvp or participation in events. The question is what is the maximum price the port will pay for my ship? I sold 5 trader brigs for 3k each so far to the port after 4 or 5 days went by. Could this be a major cash generator, crafting advancer, ship supplier?
  14. Mind open, sure you guys will come up with something I could plan trading with....we just need something so we can formulate a plan...#noluck
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