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Niels Terkildsen

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About Niels Terkildsen

  • Birthday 04/29/1990

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    http://steamcommunity.com/id/EkErilaz/

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    The Danish West Indies

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  1. Another issue that there might be with my suggestions is that there seems to be a limit to the total amount of ships the servers can handle (from what I've read). Well, firstly the fact the player crew and ships have to be used limits the possibility of spam; secondly I think most people would prefer to cut down on random OW NPC spawning if room was made for hauling contract ships (one is random and without an impact on economy, the other is meaningful and player created).
  2. The reason that I put in the pretty strict contract rules is to prevent abuse and scamming. Of course, you can just fill in a trivial compensation amount at your own risk; hopefully the players will figure out where the risk/reward balance is, and how much people are willing to sell their time for, etc. One thing I would like to see though is personal contracts, so you can bypass the public contracting; in that instance it could be a lot more flexible. Likewise within clans. I did consider the postal service and similar things, but I concluded that it would just artificially increase the time everything takes; and everything already takes a lot of time, so it didn't really appeal to me in the end even though the concept is nice from a realism and immersion point of view. What I could envision though is some sort of maintenance cost for outposts reflecting the administration expenses (rather than the use of dubloons for Player teleport). If you can't pay the maintenance, your outpost will become dormant so you can't access it from afar (though perhaps it should still be functional if you go there personally).
  3. One thing that has bothered me for a long time is the lack of immersive life and meaningful activity in the OW. What I'm going to propose is something that will hopefully make even those "dead" NPC traders interesting to OW hunters, and at the same time something that may appeal to the aspiring merchant mogul. Traders all know the bore of sailing for a long time in the admittedly rather dull OW of Naval Action, and OW hunters all know how unsatisfactory it is to capture NPC traders even if they carry valuables, simply because it has no impact on enemy players, therefore I propose hauling contracts in three different variants: Internal hauling contract: The Player will use own ship(s) and crew. The ship(s) will be fully controlled by NPC on the OW from point A to point B as well as in potential instances. External hauling contract: The Player puts up a contract for goods to be transported to a specific port. Time limit as well as class range of ship(s) required specified by the Player. Ship(s) provided and controlled by the taker of the contract. Contracts can only be taken by same nation players having the specified ship class (and fleet) ready; you can't leave port without the right configuration. Payment on delivery. Upon failure, the contract taker will pay a compensation specified in the contract - the contract can't be taken if this amount is not owned. Escort hauling contract: The Player provides the hauling ship(s) from his own dock with his own crew. Time limit as well as escort class range of ship(s) required specified by the Player. Escort ship(s) provided and controlled by the contract taker who is to lead the hauler(s) to the destination. Contracts can only be taken by same nation players having the specified ship class (and fleet) ready; you can't leave port without the right configuration. Payment on delivery. Upon failure, the contract taker will pay a compensation specified in the contract - the contract can't be taken if this amount is not owned. Now, all of this will be very handy for the traders and crafters, but it will be a boon for the OW hunters as well. Instead of players being limited to one trade run at a time they can now delegate to NPC and other players willing to do the hauling/escorting. This will mean more traffic in the OW, and meaningful traffic at that. No longer will the hunters pass by those boring AI traders without a second thought - perhaps they're carrying a precious load sent out by an enemy player! Furthermore, this addition would benefit from some changes to outpost management - these have already been partially requested - but I shall briefly outline how I envision it: All outpost warehouses, docks, and production buildings can be managed from anywhere - even at sea. This may sound unrealistic or immersion-breaking etc. but if you consider it for a while: does production stop when the owner is away? Is there no staff at hand that can see to it that it is kept up? We must imagine that the Player doesn't only control his navy officer (or equivalent) but also his estate and dock managers etc. It should also allow you to make hauling contracts anywhere, so you can get produced goods hauled from far away outposts without personally going there. Another thing that is connected to this is the "tow ship" mechanic. I think this has to be rethought. Either it should be the hardcore way, meaning it has to be sailed, if not by you or another player, then by NPC (similar to the hauling contracts with the possibility of a strong escort, while not having to do it yourself). The moderate version may be to make it take a very long time to reach its destination, though the more mechanics we have that bypass the OW, the more dead it will be. A hurdle to get past is of course the NPC pathfinding on the OW, but I have every confidence that this can be solved by the developers, and even that it is something that they intend to improve in any case. I'd love to hear your opinions on these suggestions.
  4. I'm amazed nobody mentioned the PiratesAhoy! so called "Build Mod" or "New Horizons" for the 2003 game, Pirates of the Caribbean (a.k.a. Sea Dogs II). I'm sure quite a few of you must have heard of it or played at least once upon a time. It's still being developed here, and is, I dare say, the best single player AoS game out there, with tons and tons of content - and you can play it however you like: arcade-ish or realistic. I'm currently trying my luck as a smuggler which is high risk high reward (got my favourite officer killed, and almost died myself, last time I tried selling on Puerto Rico, getting caught in a four-way fight between bandits, smugglers, natives, and soldiers!). I play using the DirectSail mode, which means I sail directly between the islands instead of using the World Map. It's great. The only thing I'm missing is the sailing mechanics and combat of NA.
  5. That deals with the "immersion", Great! But what about the entertainment? I mean, for me immersion is part of the entertainment, but I know that is not true for everyone.
  6. One of the least immersive parts of the game is the OW travelling. Unfortunately it's also one of the things you have to spend most time doing. I've been dreaming of a non-instance game where everything takes place in the current battle sailing mode - but perhaps I'm just a dreamer and it won't work (unless perhaps for a single player game)...
  7. Loving that sharp bow! It's nice to see some of the old style carrying over to later ships (even though that lateen may not be practical). I can't wait to see one of these beauties in game!
  8. It has a distinct American look to it somehow... Not really my cup of tea... Anyway, I think we need more 3rd rates rather than 1st. (This should also be posted in the shipyard section of the forum, not here).
  9. The only real issue I see is that frigates have too much thickness currently. A six or nine pounder should be better at penetrating at least medium sized frigates.
  10. Which is why there are so few "good" PvP'ers (those that are willing to and can spend the time to get all the best mods). My suggestion was a way to counter this by giving a fair chance to those that don't have the luxury of rare drops, etc.
  11. Sure, I can agree that there should be more cheap mods around; that'd make the suggestion even stronger. You're right about Gazelle, it requires more sailing crew - a very minor malus in my opinion. How about Optimized Ballast then? It's only got positives, and it's piss easy to get.
  12. Gazelle doesn't have any malus afaik. Anyway, that's beside the point. Sure, you can optimise by using the expensive/rare ones (since you get less malus, and can use your slots for other things - but these also have a limit to their effect, meaning any bonus you get will be within reasonable values), but you can't reach a 10% speed increase by stacking expensive/rare mods anymore, so in most areas you'll have an even playing field, only slight advantages in other areas by using the expensive/rare modules.
  13. There are plenty of cheap speed modules for example, and if you can reach the max increase with a Gazelle Bow Figure, and Speed Trim, then there's no real need to search for e.g. Bovenwinds Refit unless you want to use your Knowledge or Permanent slots for other things.
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