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Skully

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  1. Skully

    June 20th, 1756 Utila

  2. I completely forgot to mention, the lone Ingermanland "British" captain had captured Utila in the mean time. But by now everybody knows the capture was entirely moot. So I'll skip that part. June 19th, Darkness Descends over Truxillo The lone Pirate Constitution sat in front of Ruatan with its captain watching the Spanish fleets sail in, while the British cowered in their ports. As the battles started the lone Ingermanland from Truxillo fled away in the direction of Bonacca. Spotting the Pirate he thought there was an easy picking. He soon realized once and for all he had joined the wrong fight. At that point Ruatan fell. His cannons were soon silenced, his sails shot to bits, he saw no other option but to surrender himself. With all pieces coming in place around Utila, he would not be allowed Lord Protector of it. The Constitution sailed away into the darkness, while Truxillo again changed hands without much of a fight.
  3. http://forum.game-labs.net/index.php?/topic/12189-chasers-should-not-lock-people-in-combat/?p=218375 Hence I proposed http://forum.game-labs.net/index.php?/topic/12189-chasers-should-not-lock-people-in-combat/?p=243502 Looking at it again, it is too complex. Looking at yours it is troll prone. How about: If the distance between you and an enemy decreases, your timer is reset to 2 minutes. (Maybe even with a minimum difference.) If the distance between you and all closest enemy remains the same or increases, the timer runs down. (Barring you being damaged in such a way to prevent escape (sinking, fire, zero speed)).
  4. June 19th, Crisscross at Belize Preliminaries Again both sides had clear weather setting up their main elements and only the rear elements got some sightings. First a Pirate rear element of three 4ths was send to the south of Ruatan with orders to scout. But as they passed Ruatana, a British element of three Ingermanlands was seen leaving Bonacca to the west. Clearly they were not planning to hit Honduras, but rather heading towards Guatemala. The Pirate element was ordered to hold station at the south end of Fish Island, expecting the British Ingermanlands to sail towards Belize. But as time passed it became clear they had gone somewhere else and a fast interceptor was dispatched from Bonacca to investigate. Pirate Entry in Belize Expecting the British fleet to rear its head, the Pirates started their assault on Belize from Placentia. But the waters stayed quiet. With their rear element linking in, they sailed into Belize for an easy battle ahead. British Crossover Out of Belize Expecting the Pirates to be busy the British commander wanted to pursue Ambergrease Caye at all speed. For a moment there was confusion as another "Brit" brought about a Placentia assault. But Spanish already had their eyes on Placentia and quickly diverged to deal with that threat. For a moment there it looked like this was the end of the British hold on Guatemala. Luck turned back in British favor though as their commander escaped. Although both the Pirate interceptor and a scout made it into Ambergrease Caye, the battle was looking to be an one-sided affair. Another scout from the Pirate Belize fleet was tasked to join at Ambergrease Caye. Run up to Ambergrease Caye Finishing off the battle at Belize, part of the Pirates started a race to Ambergrease Caye. Others however cared more for their loot and docked up at Belize to unload their goods. As the Pirates approached fast towards Ambergrease Caye, the British saw no other option but to bombard their own ships and sail them into the towers. Thus they won the battle of Ambergrease Caye. Aftermath This however did not turn aside the incoming Pirate menace and they dove onto the British ships like hawks on mice. A fierce battle ensued between seven 4ths on either side. With ships on fire on both sides it was hard to see who gained the upper hand. As one British ship came out into harbor the fight was over, but with the smoke clearing four Pirate ships came into view. The battle was a Pirate victory after all. Result Instead of gaining more hold on the Guatemala coast, the British are being pushed north and are barely holding onto one port. With heavy losses on their side it can be considered a marginal victory for the Pirates. PS. More on this story in Naval Action : A Letter to the King - Episode 13, be sure to watch at https://www.youtube.com/watch?v=zFlydlexCzY
  5. Now that the veil has lifted, I can continue the story. I'm not entirely sure our diplos want everyone to hear it, but I really want to show how things work. June 18th, Triple dealing at Turneffe An uneasy meeting In deep secret AUSFC diplomats had been talking to Spanish diplomats, offering them a piece of the British steak. Grilled red, with just a tiny piece of parsley as a good Aussie served steak should be. And thus Turneffe was turned over to the Spanish, but not entirely without a hitch. Not all Pirates agreed to this turnover. As the Spanish fleet sailed onto Turneffe, the diplomatic escort fleet had to convince the incoming privateers to stay clear of AUSFC waters. Needless to say, the Spanish were now in control of Turneffe and could now join the fray.
  6. If we tie in server time, then it would make sense. People want to find action in their TZ and that is semi-hard to do.
  7. You can see my ping at the left-top.
  8. http://forum.game-labs.net/index.php?/topic/14676-pvp1-june-the-british-honduras-campaign-pirate-perspective/ As both sides tactics (and tempers ) are evolving, we are seeing exactly what you describe. Establishing control of the waters dictates the opportunity to initiate a port battle. So I'm not sure we need artificial means around them. For now I would even go as far as saying that I would not like it.
  9. No, whats ridiculous, is you leaving a port alone where there are many friendly ships docked up in port, then being pulled into combat by a few enemies right outside the port, and all those friendly ships not being able to get into the battle while you lose your ship in a grossly outmatched fight of you verses 4-5 other ships. This has become the reality of PvP at the moment. If you sail alone anywhere, you deserve to lose because 10 other enemy ships joined the battle. While you bitch to the death in support of a really dumb foresight, the player base continues to decline. The majority of the player base like the smart battles (the rest was too garbled too make anything sensible of it).
  10. I was reading http://forum.game-labs.net/index.php?/topic/14731-make-player-gold-the-same-as-resources/ and subsequently http://forum.game-labs.net/index.php?/topic/12946-the-national-bank/ . Then read on into https://en.wikipedia.org/wiki/History_of_banking#17th_-_19th_centuries_-_The_emergence_of_modern_banking and https://en.wikipedia.org/wiki/Hope_%26_Co. At that point I started thinking to myself, what if: Each player is allowed to design 2 blueprints to his own liking. (For all I care they could be empty.) Each crafted item of those blueprints has a clearly visible "watermark" that identifies the crafter. Such items can be traded via the shop or any other means. I could then design 2 banknotes and become an 18th century banker. Or design some piece of art and become an artist. Or design something other and become, I don't know what. As long as folks will like the items, they will be around and the blueprints can not be destroyed. If folks don't like the items they will disappear into the depths of the ocean and the blueprints can be redesigned. I myself would love to craft banknotes where 10 Skulls represent 1 Mid Grade Note. Let the trading/banking begin.
  11. http://images.akamai.steamusercontent.com/ugc/267217313730109170/E79E89B84B5EE9A0AC4D3D817F5FDC8F9EE90F94/ The counter on defend is 5 seconds in, the round counter is 4 seconds down. So as you can see I pressed defend before the round was done. It did not catch however. I don't mind losing that basic Constitution, but I think something needs to be fixed here.
  12. Lets kick off with: Blue and Red both sailed from their respective ports at perfect (static) wind towards one-another and started a battle of five 4th rates vs five 4th rates. The battle is roughly 5 minutes sailing and just out of sight from each port. Both Blue and Red have five 4th rates still at the ready in their respective ports. What should happen? IMO both reinforcement fleets should sail to the battle, where a Mexican standoff will initiate. Will you wait for the additional forces coming out of battle? Or even let some drop out of battle to initiate an overwhelming battle? Risking losing the existing battle. Or engage early and hope both battles can be won? So I'm curious how people would like to see this scenario roll out.
  13. Actually both gankers and gankees complained. Invisibility is a huge boon for the bait-ship tactic and a bane for the revenge fleet. Log-off after battle is a mandatory option. Well established need. Why would we need funkiness of going over OW? Sounds like too many side effects, not to mention that still a fleet would appear out of nowhere on top of the one lone Pavel which never has any luck. Abusing is easy, as we would call Scotty to fire up the warp drive at Mortimer. I think what you are trying to address is the timewarp advantage of somebody who is not in the battle itself. I also think we should try and look at this from a different angle and see what solution (if any) might present itself. Let me draw some diagrams and lets discuss some hypothetical scenarios.
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