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dhyran

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Posts posted by dhyran

  1.  

    Its an old maturin proposal and we might have time to consider implementing it.

     

    Wind strength was important in the age of sail

     

    In the very strong wind frigate could be slower than any slowest line ship

    In the very light wind any brig could sail faster than trincomalee at any angle

     

    To make all ships valuable global wind strength can be implemented as server weather condition 

    • Wind strength will change over time and captains will be able to see the weather projection for a couple of days ahead in the lobby
    • If light winds are coming there is no point to sail a heavy frigate - well there is a point but you won't be able to catch anyone because any brig will be faster.
    • In heavy winds ships of the line will be faster than frigates 

    Speed will become a lesser factor and captain will need to adjust and pick more weatherly ships which can universally sail in varied wind conditions. It will allow to differentiate ships more and make unpopular ships - more popular

     

    (another gameplay related thing is to remove chasers from all ships ;) or add them to all ships (even if they don't exist on the model)

     

     

     

    additional proposals on differentiating ships are

    • compacting hp (ships were not so relatively weak and redoubtable was able to withstand fire from 3 british lineships with no problem)
    • increasing roles of critical damage and hits
    • much stronger ability of the broadside to tank damage.

     

     

    Thats wonderfull!

     

    i really would like to see that, as a sailor i know how you bump and jump in small ships while the bigger ones aren't in trouble 

  2. I'd like <salute> the Dutch for a very good fight in the Las Aves PB (25 vs 25), they've fought like lions.

     

    At this point i urge everybody to show respect for the enemy. It makes everything more enjoyable.

    This game has mechanics that might annoy people, but do not forget that this game is still in alpha development.

     

    Thank you for acknowledging this fact and lets de-salt this thread somewhat in future.

     

    Respectfully,

    sveno 

     

    Snappy Salute Sveno,

     

    we had some good battles together the last days, and even i was the last man sailing against you, i enjoyed it 

     

    Cheers!

    dhy

  3. Not at all. If the amount of manpower and effort would rise with each port taken, it would naturally divide nation by playerbase. Bigger nation can give more manpower and effort and cap more ports... but not more than possible due to their playerbase. Or at least not for long - these overstreaching parts would last only for a time and require amazing amounts of mobilization. These would last only for a time, as no nation is capable of mobilizing upper 80%'s and 90%'s of their clan population for too long. They would naturally fall to counter-offensive from the other side, that would NOT be overstreaching and find it easier to mobilize proper numbers. Or even to a itself over-streached counter-offense, also being only capable of lasting for no more than few battles.

    well 

     

     

    simple solution, just add a dynamic factor based on the number of overall controlled ports, so a bigger nation have a higher level to reach because of less effectivity

     

    Voila!

  4. This is a proposal for a change in the way port can be captured  that will solve 2 of the biggest problems in game atm:

     

    1)prevent Landgrabbing map rollovers that demoralize and destroy whole nations in a couple of days.

     

    2)give a meaningfull and usefull task to the starting and lower level players in the nation/clan and not only for the powergrinders.

     

    how can this be archieved?! : by setting up a port supply that needs to be influenced before a port can captured OR before a flag can be crafted there (conquering fleets need to stack up supplies to before going on a campaign!!).

     

    Imagine this; there are regular AI convois (2,3 or 4 big traders and a small escort) going to each port to supply it with basic needed goods to keep the port/city running (flower ,tools ect ,ect. not the goods we trade with now) ,each port has a minimum level of supplies it needs to stay functional /defendable, dropping below that makes it weak and it becomes capturable!.

     

    So now if you want to capture a port ,first you have to weaken it by intercepting the resupply convois (a perfect task for players in mercs,cerbs, suprises and frigates! ) or as the opposing nation make sure the convois get through to the port you want to protect from capture (even human made convois with traders and escort would be possible! another great task for all ranks of players).

     

    This mechanic will open up a whole new strategic level to the game, with a lot of possibilties for PvP and PvE battles for all player levels, while also reducing the number of ports beeing capturable at any given time(remember you have to build up supplies in a frontline town to craft a flag!!).

     

    The human resupply convois would be made up as admirality missions  giving gold and maybe some Xp for traders taking the risks.

     

    All additions to this idea are welcome ,it's just my idea on improving on the  current situation.

     

    S! fellow captains!

     

    i absolutly like the whole idea and will go a bit more into a detailed scenario:

     

    a Flag is choosen, now the Admirality creates a support chain with orders from the nearby ports. Missions can be choosen by traders, each mission got also 2 slots or more for small battleships to protec the supports.

     

    For 7 Days there will be an amount of support missions, to craft the flag, if the minimum level of supplies is reached, the port battle can be started with a limited time window, if the support level end after 7 days with a factor like 2 or more you get additionel time to attack the port

     

    • Those Supplies are no goods nor can one buy those in the shop. Those can be taken as admiral missions and hve to be fullfilled in a limited time frame
    • With such a suply chain the fresh players can play also a very usefull role for each faction
    • Additional one can get also XP and some gold running those mission. So you also can level up as a trader!
    • once the flag is  crafted and the portbattle is won, those suply chain trades will get an additional amount of gold and XP fee as a bonus so you will be motivated to run more supply missions over the week 

    The system behind that idea can be integrated at the mission menu. Once one started the Flag crafting, those admiral support missions will be displayed as convoi mission from a to b. You can accept those missions as a team with minimum 3 up to 6 Players and such missions must be fullfilled in 90 minutes realtime. than the race will be started. interception fleets will raise up to defend , and protection fleets can be additional part of such a scenario

     

    Imagine how this would be. We would see all kind of smaller and faster ships like the Brigs surprises and renomees in usefull roles.

     

    And no port steamrolling anymore. A captured port will be a national or at least a squadronwide effort to reach! 

     

    Snappy Salute 

    dhyran

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