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scepo

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Everything posted by scepo

  1. I am for real money payments for skins and custom graphics. Great way to get money for servers without impacting gameplay and in no way p2w. If clans had to pay 50 bucks to get their own design into the game I think it wouldn't be so bad. For those that do not want to have them choose between generic designs. After all custom graphics need dev time to be put in.
  2. A ship can currently be operated at 70% crew capacity with a non crippling penalty to maneuverability and reload time. I think that boarding should be a big decision with tactical ramifications. You always have an option to sink the enemy and not board him. And if you do board him then beter plot course for port or fight at a disadvantage. If permenant crew loss is not implemented I think crew exp is a good alternative.
  3. If you can not deal with aftermath of a conflict then you did not win, I see this as one prolonged engagement across multiple instances. To win a fight imho you have to kill your original target and then deal with whoever you encounter on ow. This is not death-match this is sandbox 5v5 is poor planning.
  4. No one knows. Not implemented or really discussed yet, at least i have not come across a thread.
  5. I am currently stuck in the middle of the sea without a ship with camera half under the water. The bug appears if you capture a ship and take control of it and then leave battle while other enemy ships are still alive. I would appreciate it if someone could get me unstuck. Also had a bug where after being sunk by MrDoran I spawned in a port and could not exit the shallows area around it in a navy brig, had to sell my ship and sail away in a lynx. It was the port east of Jacmel.
  6. The problem is that a fleet that is using TS will always be at an advantage therefore in game communication should be good enough that fleets that are not on TS do not have a crippling disadvantage. Also game is greatly speed up so flag signals are not feasible. Historically battles were fought in a line for at least 3 reasons relevant here, to provide a way for admiral orders to actually be relayed, to have the ability to disengage in an orderly manner and to not fully commit to battle. Nelson at the battle of Trafalgar decided to engage in a decisive battle, he therefore ordered all his ships to paint their hulls in a distinctive pattern to avoid friendly fire. Painting your hull in that way is not much different than having a easy to understand digital representation while allowing players to customize their ship appearance to their taste. After all since losing a ship by necessity in a game is not as devastating as in real life so decisive battles will be common. So in my opinion text messaging inside the instance is a must and there needs to be some kind of clear way to recognize friendly ships.
  7. I assume you are talking about quests. I believe that quests should be limited to safe area, players concerned with territory will most likely be to busy patrolling and fighting other players to grind npc-s, at least i hope. There is no real need to have nation dictate where players should go since strategic decisions of what to defend and what to attack will be highly confidential and planned weeks in advance.
  8. I assume by IA you mean AI, appologies if I am missing something english is not my first language. I disagree that nations should be artificially balanced, in my view ai nations should have controll of a limited safe zone that can not be conquered. Outside of this zones players should be defacto rulers. For historical accuracy some sort of colonial province lingo could be used since colonies had some independance that should be exagarated in the game to add to gameplay and eliminate the need for complicated ai diplomacy systems. Player colonies should be able to ally with each other within the same mother nation with perhaps ability to change their allegiance or even becoming independent through rebellion. AI should not have a say in what a player colony does because AI is by its very nature predictably procedural unless devs can spend millions on it. Main profit should come from investing in player ports that are conquerable. there needs to be a need to transfer goods to other ports to trade. That will limit the passive profit by the ammount of goods that players can transport while making controlling to much space impractical making space for smaller player groups to control some territories of their own. Announced random resource spawns would make for ever shifting borders and wars for the most profitable ports. Most expensive ports would be shipyards in which 1st rate sols could be produced. Players do what they are rewarded for and virtual property is what keeps them in the game provided game is actually fun and NA is definitively fun. This for me would be the image of a open world sandbox in which i would stay for years. I will make another post soon to touch on fleets.
  9. While a nice and historical idea it would make teamspeak necessary for any fleet operations and would therefore only frustrate new players.
  10. hahahaha I wish dews allowed you to make videos so we can be in the loop. This is almost sadistic. OP is that me in the picture, i seem to remember that fail?
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