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SS Minnow

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Posts posted by SS Minnow

  1. 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' ?

    1 hour ago, admin said:

    If you aim low - they will converge right on water in front of you (depending on cannon angles and ship lengths) 

     

    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:

     

    1 hour ago, admin said:

    if you aim high - they will fly and then converge at the point where they hit water at the distance

    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?

  2. 17 hours ago, Christendom said:

    Little River Part Deux

    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?

  3. 5 hours ago, Angus MacDuff said:

    Why?  Why do we need a buff on another ship that isn't as good as other ships in the class.  Some ships are just worse than others.  The Agga can beat the Wappen, so we need to buff the Wappen??  The OP was to increase the hold a bit to make it a little better at trade, not equalise all ships so that the only difference is the look.  Not a bad suggestion, but we always seem to run down this ridiculous path that all ships must be equal.

    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.

     

  4. 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.

    1. 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.
    2. An Aggememnon has about 500 / 538 gun crew.  The Wappen has 470 /560 gun crew.  Add at least 60 crew to fix gunnery balance.
    3. 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.
    4. 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.

    • Like 2
  5. 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.

    • Like 2
  6. 9 minutes ago, Hethwill the Red Duke said:

    There's always a chance the Admiralty will buy your ship from the auctions. Been around for a long time. It is rare but happens. :) 

    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

    • Like 1
  7. 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?

    • Like 2
  8. 13 minutes ago, admin said:

    Trader tool will be removed. Trading will get better as a result. Thats what we wanted to say. Its complete information at this stage but you cant know everything what's going to happen with trading, so i would suggest you should reserve judgement.  

    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

  9. 9 minutes ago, Captain Woodpecker said:

    Well, if you set a course from destination to destination and sail in a straight line then it's not a problem. But that is not always the case. For example when you have to deviate from your course because you have been spotted and chased by an enemy player. In the heat of the pursuit you loose your orientation and then waste time trying to find landmarks.... 

    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?

    • Like 3
  10. 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

    • Like 2
  11. 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.

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