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Macjimm

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Everything posted by Macjimm

  1. How is surrendering more exploitable than sinking? Keep the explaination(s) simple and thorough. I'm very slow to understand.
  2. Cool! A give-advice-to-the-new-guys thread. Rule # 1) Dont risk what you are not prepared to lose. Fact # 1) You will be sunk, ganked and captured. If you can't accept losing ships, play on the PEACE server.
  3. Made sense to keep all your stuff when you changed nation, but you would need a trade ship to access it, because the change turned all your former ports into foreign ports: that's the way it works when a port is captured. But ... For some reason the Prolific Forager DLC requires you to move all resources, goods, ships, books, outposts, etc. into free or neutral ports. Wish I had known how the DLC worked BEFORE I bought it. If I want; a month of international trade, or to change nations, it is much simpler to get an Alt.
  4. Good point Liq. Alts allow us quick access to an unlimited number of Tows per day. Also, could use Nation chat and offer compensation for a Tow. (WTB KPR to Trux Tow for 10,000 Doubloons. PM)
  5. Admin answered previously: "Yes.. Its already in prototype, if you have too much sail in strong wind your masts will get stressed and eventually break. Ramming, damage from hitting rocks at high speed, etc)"
  6. The website indicates weather, and also says damage from poor seamanship. Will there be a possibility of damage from weather? And rocky shores? Will players have options for navigation, or will a GPS icon show the ship's position on the in-game map? I hope that there will be an option to turn off the text on the screen. NA came close to removing text, but still allows it for Ports and Event Messages. Will there be an option to turn off all text? Will players be able to access the captain's instruments (compass, chronometer, etc..) without looking at a UI? Will we have an option for real time, or will everyone be forced to use Fast Travel? With single player it should not impact other players if someone wants to sail at real time. Similar to the game Sailaway. What is KCD?
  7. Perhaps this thread could be merged with the other that suggested this. Seems that players would likely choose silly, or offensive, names (like their character names). As a compromise, it would be helpful if ships could be named clientside only. The name should appear on the Navy List of the Port UI and the Fleet screen of the OW UI.
  8. Is this new GL "Sea Legends" a remake of the Russian release in 1995? https://en.wikipedia.org/wiki/Sea_Legends
  9. I would prefer if ganking was permitted. There are way too many combat rules and complex restrictions in NA: was hoping that NA2 would relax these and allow more freedom. Without ganking the game may be too constained and 'gamey', but we have to try it out to know for sure.
  10. And I was thinking that soon I might transition from Naval Action to Star Citizen. Star Citizen allows for 1st person view while controlling the ship. Perhaps I'll soon transition from NA to Sea Legends. Glad to see that there may be some possibility of damage from weather and rocky shores. I'll keep my fingers crossed. I'm holding my breath that this game will include some navigation and desperately hoping that there will be an option to turn off the text on the screen. NA came close to removing text, but still allows it for Ports, Event Messages, Aim Bars, and provided only HUD/Text access to the; time, national identification, and compass, in OW.
  11. The game's economic conflict is much more interesting than the rewards for individual competition. Capturing enemy ships could still be possible if we allow scuttling. The captain would need to use skill, and work quickly, to prevent the victim from scuttling. Allow more depth for multiple play styles.
  12. Makes good sense strategically to deny the enemy, period. Raiders sink traders to deny us; Repairs for combat, and Reals for funds. It is very reasonable to sink our own ships rather than just give them to our enemies. The game's economic conflict is much more interesting than the rewards for individual competition. Scuttling is not just sour grapes, it's a viable tactic that should be available. If anyone can elaborate on other tactics,(that are available) to ensure that we can make our own ship sink, please advise. Rethinking my previous post, perhaps a wise captain should be rewarded, rather than fined, for scuttling a valuable ship.
  13. What has skuttling your ship got to do with Alt farming? Would it help if the combat news still showed the ship as sunk?
  14. As a Trader-that-gets-ganked Bastard, this idea has my wholehearted approval. I would absolutely love to be able to self destruct. Most raiders are civil and I have no issue with the combat. There are a few that are very offensive. It would be rare that I would use the feature, but on the rare occasion that some ass is being a prick I would easily pay a million reals to sink my own 5,000 real Traders Brig with 100,000+ reals in cargo. Perhaps our Admiralty could fine us a million reals each time we chose to scuttle. A penalty for such a distasteful action. Might help inflation by removing currency.
  15. Respectfully, The high rank does not indicate that the player has much experience or wisdom. The high rank simply means that the player has accumulated XP, nothing more. There is no issue allowing players the option to display their rank publicly, but it would be grossly misleading to suggest that the displayed rank indicates a relative level of skill, wisdom, or experience. There are some very helpful wise players here at NA, ... but a player of the very highest rank can be useless and misinformed.
  16. Very true. Rank does not indicate how well a player can fight. It shows the maximum number of crew and perks only. Big NO.
  17. I don't see anyone bashing here. My suggestion was constructive: sincerely (without sarcasm) buy some alts - the Devs will appreciate your support and it will provide you with access to an unlimited number of outposts. While you are spending, buy an Admiralty Connection for each alt. It will give you more docks, buildings, and warehouses. There is a solution ready for your perceived problem. It's your choice to remain limited.
  18. This has always been a very good suggestion. One that I wish the Devs would allow. Currently the only way to pay a ransom, or return captured assets, is for the combatants to agree to meet at a port. I'd done it on occasion but most hunters don't think it is worth the effort to travel to the agreed port and complete the trade. Allowing trade in the battle instance is a very good idea and would add alot of interest to the game. It allows creativity and provides options. The winnner should be able to return; the ship, the crew, and/or the items in the hold. If the winner choses to he should be able to keep or destroy it all. The instance-trade allows the loser to pay a ransom in reals, doubloons and/or upgrades. If the winner gets a reward from the admiralty after each battle, he could keep repeating catch and release to earn additional rewards. There should be a simple fix for this abuse. Perhaps after a battle is ended, by surrender, the winner will not be awarded a reward for subsquent battles with the surrended player(s), until a cooldown period expires. This idea is completely diffent from allowing the loser to keep a ship that has been captured or sunk. It makes no sense to have the ship clone itself - so it is duplicated. A ship sunk, or captured, is a ship lost to the loser. I can't see how FULL insurance could work and prevent abuse. The current insurance seems to work okay. But the payback will never be enough to replace valuable ships and expensive upgrades.
  19. Alts and DLCs, fund life support for NA servers. Need more Contracts? Outposts, Buildings? There is no limit.
  20. Respectfully submitted. The mechanics for NA combat are extremely complicated. Please recognize the Devs: for the delicate balance they must achieve. Tough to ensure fighting is; fun, exciting, and somewhat fair. On the War server the challenge to harmonize these is much more difficult than on the Peace server. Someone will always be frustrated and pissed off. From what I have seen, there is a countermeasure for most situations in game. The game would be less fun if we complicate the battles more. Please don't add more rules to them. No one has ever been held in game against their will. If you hate losing fancy expensive ships, ... Sail cheaper ones. It's your choice. You can exit the game at any time. Don't add more convoluted restrictions, that impact everyone else, just to save you from losing your stuff. Loss is part of the game. N A. Fact # 1 You will be ganked, sunk and captured. Repeatedly. It is inevitable. N.A. Rule # 1 Don't risk what you are not prepared to lose.
  21. This is fantastic. We have needed this type of item for ages. I hope there is a classified section, where more affordable buy sell / services can be posted. Thanks immensely for starting this Gregory. How many staff will be working with you? This is so great.
  22. @ink The game is very attractive. I enjoy sailing as if I am on the deck of the ship. The solid sails are obstructive and it seems that the Transparent Sails only work occassinally for me. Perhaps 50% of the time. Is there an update to when this will be fixed?
  23. Is this a wide spread frequent problem? How often is this happening to each player? I've never been held in battle. I don't doubt that it happens, but is it occurring daily to some players, or every week, or once or twice a year. The issue is likey more critical for solo players. A squadron could include ships to address taggers while the main group escaped. I like Monkey's and Never's point. Players remaining in battle should not respawn at the point where they were tagged. Personally, I would use all of my available time and sail as far as possible, in the instance, to re-emerge at a point far from where I was attacked.
  24. One way that this could work is if crew and officers were available by DLC. Allow us to buy crew; by DLC, (or through player trades). Players could buy Crew by DLC, train them and store them. These crew are not replaceable, but they can be traded in game. They offer no buffs until they have been used/trained. With enough experience sailing they will provide a very small increase to speed, turning, settting sails etc. Not enough to make a big difference but a tiny increase. Likewise with ship to ship fighting the crew would gain a tiny increase in loading, aiming etc. After enough times boarding the crew would increase a wee bit of skill also. Time spent fishing would increase catch rate. Officers would provide an advanced rate of skill gain. With an officer on board the crew would learn faster. Officers could also increase the trade/crafting production rates. When they are used for trade voyages and present in port during buying/selling/trading/ship building they gain experience. Eventually they provide; improved rates of exchange, an increase to crafting production etc. Crew would occupy slots in the warehouse when not in use. The standard regular crew would not change. It would remain as it is currently These increases to skill would never increase the maximum buffs beyond the maximum provided by the upgrades, perks, port bonus's etc. These crew/officers would allow players to free up; perk points, and upgrade/knowledge slots.
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