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tylerf

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About tylerf

  • Birthday 12/17/1995

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  1. Has happened more times than I can count.
  2. Thus we may know that there are five essentials for victory: 1 He will win who knows when to fight and when not to fight. 2 He will win who knows how to handle both superior and inferior forces. 3 He will win whose army is animated by the same spirit throughout all its ranks. 4 He will win who, prepared himself, waits to take the enemy unprepared. 5 He will win who has military capacity and is not interfered with by the sovereign.” -Sun Tzu You are violating pretty much all 5. Luck can not protect against such behavior.
  3. As a Dutchman I don't tend to agree with you Frenchies....But I have to concede. I have been short of Oak for the past 2 days, but have abundant Iron.
  4. The crew loss penalty for NPCs is indeed imo a bit bugged. But I can assure you AI do not turn faster and do no reload faster. After playing since the start of OW and sea trials I can assure you your assumptions are based off some form of the placebo effect.
  5. "My God, oh my God, he said. Six Hundred men”" -brought back the quote from one of the Aubrey-Maturin series when the Leopard's stern chasers sunk that Dutch 74
  6. http://postimg.org/image/ocemy8hxh/ PolandBall themed
  7. First suggestion is good. I have asked my self plenty of times, "Why can't I have the ships I own personally sail with me in a fleet?". Second suggestion, just seems out of frustration for me. I know the feeling. Shallows around ports have screwed me over more than once. i.e. I got put into an instance I was sunk in because I hit shallows on my way into port. I say keep the shallows, it is the job of the captain to learn the port he is sailing into. Take mental notes on the shallows and the best angle of approach. Took me awhile to get Phillipsburg and road town down to a science. Last patch screwed up my method though hahaha. Just take in what is around you and the shallows will become more trivial than usual. Map knowledge goes a long way to avoid hitting them.
  8. So this idea pretty much is a hit or miss. If the engine allows the production and placement of an NPC whale it has a chance of working. This is just another thing to add to the economy. Now right now I can not find much on whaling in the Caribbean during this time period. There are aboriginal people who whale in the Caribbean, but I have no idea if Colonial powers jumped in as well. So the idea is pretty simple. Necessary parts or pieces: Whaling ship (Would have extra space in hold to work for long voyages) NPC whales which are visible in OW Whales restricted to Eastern side of map, considering Atlantic whaling is pretty well documented The idea is that a player playing as a whaler would have to sail out East into the Atlantic..or what ever piece of the east side of the world there is to play in to reach whales. The player would have to spot whales which ideally should be harder than spotting ships. Water spouts being the most obvious sign of whales could perhaps be implemented to spot whales at distances. The player 'attacks' the whale. While in the instance the player must catch up to the whale and maintain a distance of under 100 meters. While within 100 metres the player has an option to harpoon (say hitting X or something) as the meter slides from the left to right while the whale will try to evade or swim away. Or some form of a boarding mechanic screen could come up. The player's sailing skills are tested to a reasonable degree. After the meter fills the whale is killed and the instance is over. The player leaves the instance and he is granted xp (maybe a little gold) but the loot of whale blubber/fat is the money maker. The player repeats this process until his hold is full and must return to a port to sell his product. There is no guarantee of the whaler making it home without being taken by an enemy. So the risk-reward of whaling would be quite different than anything the game has now or of anything planned to be implemented. This open many avenues for others players as well. Admiralties of different nations could send out captains on mission to defend their whalers and perhaps take the whalers of enemies. Thus increasing player to players interaction. I don't see why you could not have NPC whalers. If NPC whalers were implemented I would say to keep the loot very minimal on them. Make players worth the while. Whaling was a common practice in the Age of Sail and I see no reason why this game should not include it in the economy. It is a dangerous profession overall, most people prized whalers because of the money in blubber and fat they carried. It also opens the Dev team to designing other ships that are not just men of war. Ideas, thoughts, concerns? Thanks, Calamy
  9. A solution to this would be to ask community members who want to perhaps take a bigger role in the game. To design their own ships (obviously this would be open to people who have experience in game design). Those ships would be free, maybe the majority won't be up to Naval Action standards, but a few might make the cut.
  10. I would have to say to keep all ships available for every faction. This is one of those times that realism takes a back seat to gameplay. More ships for all equals a better experience for players and a greater incentive when it comes to putting time into playing.
  11. I received my key for open world about a week and a half ago. OW was down for an extended period so I waited till now to put it in. When I go on to steam it says my code is invalid. Any help? Thanks in advance, Tyler
  12. I remember a saying, can't remember what book, about the French and British. "The French knew how to build ships, while the British knew how to sail them."
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