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Snoopy

Tester
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Everything posted by Snoopy

  1. The only real flaw I see is the vulnerability of the flag carrier (especially with a speed penalty). It's too easy to suicide wave him but there are ways of mitigating this (perhaps the flag is actually spread out over multiple flag carriers in battle, or the flag can be transferred [new hold mechanism] during battle). Other than that the proposal is very good - it may even enable a unified global server. Some of the things can be tuned easily enough (grind requirements for flag creation - not a huge fan but it stops flag spam by alts so ok). The circle size could be adjusted during beta so we can find a good compromise between screening and offense - a remaining potential issue would be that in many places the attacker can spawn a flag from one of his own ports that is already inside of the target port's circle - if this is a problem at all.
  2. No, I am not wrong here, this is why I wrote this.. many don't know this. You can test this on live: A full hp first rate is immune to 12pdrs in a side by side duel. As soon as their hp drops, the 12pdrs start penetrating.
  3. I don't disagree about the visualization, but just to clarify: armor thickness has always been influenced by hull hp (i.e. it would be eroded by hit point loss).
  4. Demasting needs to be viable, otherwise a whole dimension of PvP is lost, not only the fun of not knowing the enemy's preferred tactic in advance in the fight itself but in agonizing over the trade offs in ship building/fitting. Hull only meta will mean there is little point in using anything but HP bonus etc. Viable doesn't mean it needs to be easy. High risk/reward.
  5. It keeps me logged in, from at least 3 different devices. Time to start being paranoid
  6. I think 1 dura can work. The question is how the overall grind is packaged. The problem I see is instead of just testing 1 dura viability in a controlled way - with the existing crafting, transport systems and teleports still in place and then deciding if that direction is good or bad and afterwards testing the fate of teleports, etc. we get a baby-with-bathwater scenario and doubling down on the Fine Woods disaster. And just like Fine Woods - which may have been viable in isolation - all the other changes make pinpointing and tuning the grind rather difficult.
  7. How many Triangles/Polys is that compared to a model in Naval Action?
  8. Excellent! Will this stay after release, too? Please say yes
  9. Russian Edinorogs are probably what you are looking for. I think they would qualify as 'high alpha' against wooden ships Role: explosive shell artillery - close to medium range Penetration: low to medium when using explosive shells (but massive secondary damage) - high when using solid shot: 60+ pound ball shot Distance: between medium gun and carronade Splinter damage: extremely high when using explosive shell - normal for solid shot In reality they were apparently not slow to reload, but its probably a good balancing stat as would be going through hoops when acquiring the explosive shells.
  10. A very nice ship, indeed. Of note is that unlike most 74s, she carried 24pdr guns instead of the usual 18s.
  11. Except that the 'arena crowd' (by definition, really) likes fair and even fights and has been consistent in criticizing OW for not providing enough of those If we can access our outposts remotely, I could probably live with no TP, but I think it is far superior to still have the mechanic in place. Having to sail for 30 minutes to play with your friends from a close port (with TP) beats sailing for 2 hours because you missed your group's adventures yesterday and are catching up.
  12. For people who are against teleports in general and are quick to forget: We already had that. I still have my text files from back then with lists of resources and modules stored in my warehouses across the map. That kind of book keeping was necessary when you couldn't check (via tp) what was in your outposts. Teleports are a massive quality of live upgrade in the game. The proposed compromise is ok, don't go overboard with all that zealous 'realism' that is propping up. I don't want to be a clerk again.
  13. Yes, ideally, this would be actual draft measurements rather than some arbitrary 'rate' assignment. This could also give some of the Baltic SoLs a nice utility boost.
  14. Those were the days! While the last two battles at Aves weren't our best days, insisting on 'trying something out' I still think these port flips were good fun. First rates could at least sink..
  15. An organic solution would be to deny ships entrance to ports because of draft. Free Towns may just happen to be shallow? Same end result, no need for artificial limits and rating systems.
  16. Sounds like it can work. This would probably play well with single ports being able to flip rather than regions, so a small outpost can still remain. Think Fortress Aves.
  17. You Irish roleplaying lot should be rolling France. Bony will free you!
  18. 100% Zustimmung, dass nen Spieleentwickler das überhaupt anfängt hätte ich auch nie gedacht. Und ja, manchmal brauchen die Jungs wohl ein paar Streicheleinheiten, Prügel kriegen sie ja genug
  19. I did My version would look like this: Every ship has an area of control - larger than now The controlled area is shrinking over the course of the battle. If the shrinking speed and circle size are tuned properly, running away will still work and faster ships may yet escape - without fruitless chases dragging on forever like now and it won't get in the way of combat either. It would make the Belle Poule such a sweet ship to use.
  20. Yeah the close hauled performance is probably way exaggerated. Which is a good thing, because it makes recovery of positions in combat a possibility, and I feel makes for a more enjoyable game. Losing the bowsprit and headsails is very noticeable on some ships (Santi..). Smaller ships can indeed run in circles with impunity in the game. The spanker actually works: try heaving to with sails in the "depowered" state (T key) - the spanker will slowly rotate your ship and you need much more sail backing to compensate.
  21. More sailing stuff would be awesome (like having control over the spanker), but I'd be careful - it could harm the game. For example if it's too hard to regain the wind this will take a lot of fun and variability out of combat. Having the weather gauge is already a very potent component of ship fights in Naval Action. We can already heave to, tack, wear and box haul in Naval Action. Fully rigged ships don't normally need nor want rudder off center to keep the ship on course if they can help it (more drag). The rudder is for short term adjustments (and maneuvering), the balance of the sail configuration is what keeps the ship on it's heading.
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