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Jean LaPointe

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Everything posted by Jean LaPointe

  1. Jean LaPointe

    Age of Sail

  2. From the album: Age of Sail

    This is a model of an early American built ship for the Royal Navy. The ship was built in 1748 and lasted for about 10 years before being broken up.
  3. Here is what the Boston could have looked like in 1748. I used basic colors found in the different English ship models of that time. This is a 3d model made using 3d Max.
  4. Try Comodo Ice Dragon. That browser has the same roots as Mozilla, ie. Netscape. I haven't seen any issues with this one.
  5. Would it be that you were selling under the prime return and the since was less than what one could get from the "store" it would pay out ta the higher price first? Try a contract at 751/p and see if you sell out.
  6. You wouldn't be able to with crew restrictions, well I guess you could but who in their right mind would want to take a 1 duro ship and let the AI run it while you are in an unarmed cutter? Lose the cutter, you lose the Victory. You leave the battle before it is over, you still lose the Victory. I cannot see this ever happening. If I did, I am going to advantage of the situation.
  7. Absolutely, or you cannot exceed the total crew allocation of your current rank. Example: Master and Commander = 250 crew you couldn't be in a Niagara and have another Niagara at you Fleet vessel because you crew total,310, is greater than you command allowance of 250. The best you can join with is a Pickle in Fleet with a total crew weight of 210 (40 spare crew remaining). These limitations take advantage of the crew allocations and limit the size and type of fleet based upon experience. This will eliminate the heavy powered super fleet as it would be too expensive to operate.
  8. Seeing how the other Fleet post as become a war zone of its own and any critical thought for Fleet improves are lost in the rhetoric. Please if you want to gripe about Fleets use the other thread. Thank you. For those who couldn't stomach that thread, you would never had seen this post, so I repeated it here for a clean start: Keep the Fleets, but some changes are needed or reinforced. There are a number of tweaks that can improve the use of fleets. Currently you can use ships from your own stable in your fleets, but you have to remove everything as if you were to but these ships up for sale. Can this be changed so an outfitted ship remain as is? Can what ever is in the hold remain as is when the ship is in Fleet status? Changes in this will allow: 1. To move ships as assets from one warehoused port to another. It allows a warship to protect up to two merchants you can fill to the brim with cargo - self made convoy. More than one player with this combination and you have a large convoy on the OW. 2. It allows an escort to a single merchant with the escorts having all the upgrades you have added without having to remove them. (for game play cannons while in fleet mode, are standard issue/design) 3. It allows for up to three merchants to carry goods in the open world. 4. Capture a merchant gives you three choices A. Sink the captured ship. B. Send it to a port (you loose anything left in the hold, but have to add crew to navigate ship home) C. Attach it as a Fleet ship (you keep everything in the hold, but have to add crew to navigate ship in fleet status). 5. Limit the attached fleet ships to be able to add on to one warship as a fleet adjunct. You can go as high as the max two if one is or both ships are merchant classed ships. These would be the four configurations I have in mind: (1 warship), (1 Merchant), (1 warship + 1 Merchant), or (2 Merchants). 6. If the chance Fishing boats come into play, a fishing fleet will allow for double or triple the catch depending upon the size of the fleet. 7. Fleet ships can only be used that match the rank you can fully qualify in. Example: A midshipman cannot have a frigate as a fleet ship because he hasn't earned the rank to fully sail the ship. Remember the fleets moves as the weakest of the ships in the fleet. All ships must be fully crewed. Running a fleet isn't cheap and shouldn't be. The only exception I can see is for the New Player where by the basic cutter can get another cutter as a fleet free as charge and is only allowed for the first two rank levels after that it is the same game as everyone else. Fleets are a great addition, we are not at our full potential yet.
  9. Keep the Fleets, but some changes are needed. There are a number of tweaks that can improve the use of fleets. Currently you can use ships from your own stable in your fleets, but you have to remove everything as if you were to but these ships up for sale. Can this be changed so an outfitted ship remain as is? Can what ever is in the hold remain as is when the ship is in Fleet status? Changes in this will allow: 1. To move ships as assets from one warehoused port to another. It allows a warship to protect up to two merchants you can fill to the brim with cargo - self made convoy. More than one player with this combination and you have a large convoy on the OW. 2. It allows an escort to a single merchant with the escorts having all the upgrades you have added without having to remove them. (for game play cannons while in fleet mode, are standard issue/design) 3. It allows for up to three merchants to carry goods in the open world. 4. Capture a merchant gives you three choices A. Sink the captured ship. B. Send it to a port (you loose anything left in the hold, but have to add crew to navigate ship home) C. Attach it as a Fleet ship (you keep everything in the hold, but have to add crew to navigate ship in fleet status). 5. Limit the attached fleet ships to be able to add on to one warship as a fleet adjunct. You can go as high as the max two if one is or both ships are merchant classed ships. These would be the four configurations I have in mind: (1 warship), (1 Merchant), (1 warship + 1 Merchant), or (2 Merchants). 6. If the chance Fishing boats come into play, a fishing fleet will allow for double or triple the catch depending upon the size of the fleet. Fleets are a great addition, we are not there yet.
  10. Wow, the patch was added this morning. Usually I can get some time in prior to going to work but this morning I wasn't able to due to the patch being implemented. NOW, we are on 18 pages of stuff concerning the changes. What I like to know is how in posidens pitch fork did you all play and test everything to come with the conclusions you have about the changes? Its a New Day, New Tactic, New Strategy. A new way to play the game. Change the way you currently think about the game. I know I am and cannot wait to try some of this out when I can get home and play. Dooms Day the game already and the changes are only about 6 hours old, give me a break...........
  11. Due to how they have set this up and that the only thing that is common among all servers are your XP and Ranks due to this information is stored in Steam. I like the idea you have about switching servers and bringing what you have, and as you state, from the Capital - to Capital. If you were to have other supplies in other wharehouses at other locations, they would have to remain because they are not a constant (Port A is French on PvP1 but its English on PvP2). They would, also, have to exclude whatever was obtained on the PvE server so that does not get into the PvP server mix; Still need to keep a definate separation there. I have bounced around among all the servers (including the defunct PvP3) and the thought of a new grind on every server does not appeal with me. Having the gains from PvP3 move to PvP1 makes PvP1 a bit more playable. Although the ping rate is far better for me on PvP2 and given a choice where to have moved the PvP3 supply, I would have choisen PvP2 just because the ping rate is almost half that of PvP1. Yes I can work in PvP1 but that is not my best choice. And yes, I do enjoy the freedom to choose what server I want to be on.
  12. There has been a number of discussions and ideas that have been put on the table and some of them feel incomplete and limited in scope, and there are some that are extremely detailed. There are a couple I have had and they were not fully explored but just a point to start with. What I have seen and what need to be available is an action that can be continuous for a longevity and the game not to become boring as I am find many here are starting to bring up on a regular bases. NATION PROTECTION: I have brought this up before and will again here as a bases of my example (sorry for the repeat). Nations should be allowed 6 ports, protected as the capitals, that have all the resources to build a nation. This allows for rebuilding their empires once they have been decimated to the base group of islands. This also allows for the crafter and traders to maintain their business in the game. This, also, allows for new players to gain experience and stability in a highly dynamic gaming world. Lastly, it allows the solo player and casual player stability when not involved on a regular bases. (Please note that under this idea there are still 300+ ports that available for capture. THE PROBLEM as view in the FORUM: What do you do when you reach the end of the XP as a commander, or have the 1st rates you want and have gone through enough Port Battles to damn near wipe a country off the map? Now I am hearing boredom rising in the ranks. The ports you capture should cost that nation/clan time, ships and money to keep them. An idea brought forward, and I had never seen anything like this before, by Bach on maintaining the captured ports. A RESOLVE: Once a nation has steam rolled its way across many ports, it should be required to maintain a present in each capture. This will require traders to bring supplies in, and a naval presence to keep governable control of the native country’s population. The more ports you capture, the more your traders need to get out and trade with the new ports and maintain a naval presence will require a ship on station – this will take away from the number of ships that can group together for the next port battle. Remember the larger the clan, the further out from the capital you can go before maintaining your empire gets shaky and advancements begins to slow down due to national interest in already captured locations. Smaller nations can hold control close to the capital where they can keep an eye on their captured cities, or start chipping away at the larger empire clans and start taking back port locations. This will keep the pendulum of control swing back and forth, provide a constant state of play for Port Battles. No one can ever, completely take out a nation, as you grow the control over your dominion starts to get harder and harder to manage. No action in a captured for a specific length of time the local port goes into rebellion and the port returns back to the original owner of that port. Timers would need to be developed as to how long you can leave a port unattended, how long a rebellion would last and if there is any notification of a rebellion. Maintenance of the empire from port to port should be OW to make keep a large empire a job. Ports closer to the capital should be easy to maintain because they are close to you. The further out you go and the distances become greater then it becomes harder to maintain. Then again a large clan should be able to manage its empire and balance with its fleet. DECISIONS, DECISIONS, DECISIONS: Decisions would have to be made as to how far out do you want to expand and can you maintain that expansion. What do you have to do to keep control of lands conquered compared with future expansion plans? Right now clans can go port to port to port as the only plan. Mix in trade requirements, rebellions and duty station to keep a military presence. Now the rewards of all your conquest become vulnerable. Monetary increases have been mentioned in the past but some of the larger clans can afford anything they want to so that really isn’t a big enough of a deterrent. Requiring clans to make daily type of contact with captured ports in order to maintain the empire is now asking individuals to do something and if one gets missed and returns back to the native owner of that port then the work of having to capture it starts all over again. Empires, like marriage, takes work to keep it together.
  13. France. Not everything in the world is English, LOL.
  14. Correct me if I am wrong, but I believe Codie was stating there are some things that happen in the PvE server that could be adjusted as he gave an example. THE ISSUE is to have a PvE forum where PvE issues can be brought to view and addressed without it being loss with all the PvP chatter.Yes there are PvE aspects on the PvP servers but that is different than the experiences found on the PvE server. What would be nice is to have a piece on the forum that deals strictly with the PvE server and it's unique issues. There are plenty of discussion concerning the PvP environment but not nearly anything that concerns itself with the PvE environment on the PvE server.
  15. A very interesting thread. PvP I was under the opinion it was to mean Person vs. Person. RvR in the PvP world seems to mean “Pack of Dogs” vs. “Pack of Dogs”. The 1.5 rule has gotten those who only play a hunter/killer pack of wolfs pretty upset due to being unable to attack as a whole pack. There are some of them here that state 1v5 or 1v25 is no difference. Then why do you need your entire pack to beat up a the “1”? So what if only 4 or 5 make it in? You are still running an advantage and I am still going to lose (what fun for me, haha, I get to lose a ship – oh that’s right I can buy another and you will be waiting for me at my front door to take that too!). There has been more whining about this rule and it is coming more from those clan types that have to have everyone together holding each others hands to have a battle, ie they just aren’t getting to play the way they want to. I don’t give a scrape about POTBS as that is in the past and a different type of game, this is a new era, new people playing and with developers that are trying to provide a difference with this game. Embrace the changes, change your tactics – maybe ganking is a “has been” tactic as well. Change the PvP3 (EU mirror) to RvR battle filed and restrict that server to “Ganking” only play. Remember THIS IS ALPHA, this is where we see how the rules fit FOR EVERYONE!
  16. Got a Crack at it this morning. WOW, what a difference! You really need to watch the wind and relationship to the shore. Two thumbs up!
  17. Camouflage? Really? This isn't 1938. Camouflage (Nelson's checker) was when a trader was painted like a warship so an attacker would think twice about going after it.
  18. As an avid fan of the PvE server and reading all that I have so far on this forum I thought I would provide some input for enhancing the PvE side of this wonderful game. Crafting can be a big player in the PvE world and would be nice to see players get a (1) XP for each day of sailing. This is a small around but it will lend to feeling that something is not loss by being out in the open sea. I know there are some who had suggested getting something for reaching a port, but I feel there are some that will pop in and out of the same port just to rack up XP points without going anywhere. It for this reason that I suggest 1 XP per day at sea. If you are out for 20 days at least you will receive something instead of feeling you wasted time by not being in a “battle” to gain XP points. Another aspect would be interesting for both Battles, sailing and searching and for capturing prizes would to have random convoy routes with random start and end points. The convoys information can be delivered as email messages so if you are in game and feel you can sail to intercept then you have another aspect of the game that wasn’t there before. Imagine seeing that you are approx 5 days out from a possible intercept point. Your sail, and navigational skills will now be put to the test to find and engage the convoy. The convoy make ups can be small (4ships) to large (12 ships) the ratio of gunned escorts to traders would be respectful of the value of the cargo. If it were a “gold” convoy expect the ration to be heavy on the gunned escorts. If it were coal then it could be heavier on the traders in the convoy. Convoys were no uncommon is this part of the world at this time period, so let’s us them. Since PvP has Port Battles, PvE can have Convoy battles. This provides an uniqueness to both realms.
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