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SS Minnow

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Everything posted by SS Minnow

  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?

    Minnow

    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 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?
  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 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.
  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 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.
  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 skilled developer.
  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
  15. Lesson...know generally where you were at all times...or suffer being lost. Should be able to guess where you were and were going...then find that landmark. Shouldn't it be hard to find the hidden island?
  16. The current map with protractor is fine for release. We dont need any more. Use the protractor and draw a line from your port to a spot that you can locate a landmark. Go there and set a new waypoint to the next landmark. Its fine.
  17. In order to enjoy a game you need some data on the economy so you can develop a trade plan and execute it. Same goes for ship design, what to loot, ect. You extract the most fun and satisfaction when you do the planning based on data and execute the plan and obtain the reward. Random chance and luck don't give same satisfaction. So we need data! Somethng like this (BTW pood prices were never fixed...lol): Shops1.pdf Poods1.pdf
  18. Glad to see you all agree this 300+ Requin makes shallow port battles a lost cause...hope it is made a 5th rate cause I wont be attending any more shallow port battles till something is done.
  19. Came across another bug / exploit today. I was chasing down a brit trader brig and the trader brig sailed over to us marsh harbour and parked by the fort. I tagged it and as soon as we entered battle, the fort shot the brig and the brig surrendered immediately. I got 1 chain shot off before the surrender. As a result, the fort got the kill, I got the assist. Since the fort got the kill, it would not RELEASE the surrendered brig and I was unable to loot or take possession of the surrendered brig. This can be a mechanic exploit since the fort will not release the surrendered ship. I think ships that surrender to forts should be automatically released to prevent this abuse.
  20. The professor just checked the API...
  21. We'll never get out of the safe zone with Gilligan settting the port timers...lol.
  22. Forts could add more content to the game if properly implemented...think of good ideas.
  23. I marked this page a month or so ago...think @admin posted it in a patch note. Not sure if it is still accurate. https://docs.google.com/spreadsheets/d/1vpd0gIGgJNqaRYqAppB3IbX_TX8zNhx-nVY1jq72QFA/edit#gid=0 Fair winds!
  24. Can you indicate if the ship is still lootable? When the time to loot runs out, can you change something on the ship? If someone already looted it, can you make the ship looks different?
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