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SS Minnow

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About SS Minnow

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  1. Why can't we see ALL SHIPS? Bad advertising I say. No wonder no one is buying my Bellona for 85k :-0
  2. 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 convergence selected...it stays fixed. The focal distance as you describe here seems true: Perhaps the 'convergence' focal distance can be defined as the the maximum distance the selected cannon will fire. Each deck may have different cannons and therefore different maximum firing distances (perhaps this is happening now). So I still don't really know how to technically define the convergence selection. Would it be simpler to make the focal distance (convergence point) variable from the minimum (controlled by the maximum horizontal cannon angle) to the maximum of infinity. I would bind that control to my mouse wheel. Then I would be able to tighten my aim at any distance making aiming less frustrating. Anyone else like the idea of a 'more' variable focal distance?
  3. Here are the changes to ship data from Patch 30. I don't have the speed yet as I will have to figure out the new multiplyers by comparing to actual ships in game. Naval Action Patch 30 Changes.pdf
  4. If I pay the 50k doubloons, what happens next???? This is not clear to us. Do we need to be the clan that owns the port in order to receive the Teak. Where will the Teak appear and when? Is this the only such Teak mission in the entire map? Wow that looks expensive too!
  5. The "Constitution Note" is mis-labled in the Admiralty. It should say purchase "USS Constituion Note" for 7500. I think the hold spaces need to be increased to accomodate the doubling (in case of lineships) of repairs needed.
  6. Only other idea I had was to shrink the attack circle so it equals 400m in the battle instance(little more than effective shooting range). Player that was attacked can leave instantly when no attacker is within 400m. Wouldn't this force the griefing ship to stay within firing range of the griefed ship?
  7. If more interaction with the Admiralty was introduced (lets call it your Admiralty Report) this may provide a means to discourage griefing and encourage risk. Make a table of PVP actions that improve or detract from your standing with the Admiraltly. If you overcome great odds in PVP battles, you get rewarded in some way. If you do cowardice things, your standing with the Admiralty gets degraded. Maybe you even lose Rear Admiral
  8. Try to remove artificial game mechanics like circle of death. Don't like the idea for OW battles.
  9. Some good ideas here. Along these line, can we do this? Join swords only. No circles. Battle stays open indefinitely until everyone leaves (or some timeout alg) Wind and Weather in battle instance same as open world (find a way to do this) Escape must be possible (traders, damaged ships no repairs left). Eliminate tagging timers (I tagged him, is he tagged?). Use distance from nearest enemy. Exit point in battle instance must be projected to open world coordinates (find a way to do this). Eliminate invisibility mechanic. Suppliment hostility missions. When an OW battle starts in the hostility zone of a port, it will now stay open indefinitely as described in 2.
  10. 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!
  11. Musket changes from the past two revisions are here: musketsBA-29.pdf
  12. 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?
  13. 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 structure (center bar) which gives us another adjustment yet to be used...its all set at 50% side HP for every ship....why? Lets try to be specific and give numbers...its more helpful and better understood.
  14. 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 readiness bonus of 50 / 100. Adding the 60 crew for gunnery + 30 more crew for more boarding advantage. Increase the Cargo Hold from 748 to 1100. This will increase the speed about .3 knts. This will make room for carrying loot taken from 1st rates and make it easy to carry lots of repairs without losing much speed. The Christian VII may need similar adjustments once we get to that subject.
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