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Benezet

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  1. Greetings TDA. Interested in joining your fine squad. Just submitted the form on the enjin site, let me know if there's a TS I can jump on sometime when you catch me ingame. See you out there. <S>
  2. This is a great idea - both the assignment of names and the permanence of names after capture by another nation.
  3. Greetings Helene. I do agree that crew loss via round or double should be increased, but I'm generally very wary of linear damage systems, as I'm sure many are. Creating a "If Hull Damage = X(%), Crew Loss = X*.2" algorithm, or something similar, seems to be a step backwards in the other complex hit-mapping the devs have created. What you are proposing -- could it not be achieved through the current hit box system, just by adding additional crew loss hit locations, and perhaps increasing the damage each causes? This seems to be most steeped in realism anyway, as a ball to certain locations such as the rim of open gunports would, via proximity of crew and weaker structural integrity, cause far greater splinterage crew loss than a ball to the hull near the bow. A system that bases crew loss entirely on linear hull integrity could run the risk of seeing a ship battered purposefully and carefully near or below the waterline losing its crew at the same rate as one targeted deckside from the same angle. Obviously not ideal. It seems to me that modifying the current hit box system, and adding multipliers for bow and stern raking, would logistically accomplish the same goal you have set out, without establishing a linear algorithm that may produce "gamey" situations.
  4. I mentioned this in the suggestions thread, but it would be great to have a wind indicator that moves relative to the direction that you are looking, rather than always remaining static. This is probably my biggest issue with the current UI as it adds an unnatural mental processing step to determine wind direction during maneuvers and gunnery; it just seems more natural to perceive wind in relation to the direction you are looking, because that is how you would perceive it in a tactile sense in real life. Maybe make it an option so those who prefer the current way could keep it, but would be nice to have direction-relative as an option.
  5. Greetings. Just started playing about a week ago, here's some first impression requests. Suggestions Ability to toggle the wind gauge to show direction relative to direction that you are looking, not relative to the bearing of the ship. This seems most intuitive, and also would be grounded in realism; if you're on the deck staring down the port side cannons, you'd physically feel the wind as your initial point of reference, relative to the direction you are looking. Speaking of port and starboard, would prefer that terminology instead of "left and right" broadsides. Same goes for "front" and "back" (bow and stern, instead). Not sure if left and right are just placeholders for updated terms in a later build, and it seems odd because otherwise the game goes through great lengths to use colloquial terminology. The ability to opt-out of NPC aggro before even loading the instance, if your ship can easily outpace the fastest of the NPCs. It's cumbersome to be sucked into a battle close-hauled in my cutter against square-rigged aggressors, knowing that I can escape easily to windward, but needing to wait 3 or so minutes before I can leave the battle. The NPCs never can even fire a shot in these scenarios; I'm not sure of the value of being pulled into these...unless it is to create the instance on the OW in the hopes of attracting late joining players. Which might be the case...but still, with a 3 minute (or so) window before the battle can be exited, I can't see late joiners making a difference. Nation choice should mean something in terms of ship attributes or access to certain ships. Thinking broadly, it could be something as simple, and grounded in historical realism, such as: all GBR ships -> -5% sail change speed and reload time (historically, superior seamen) all FR ships -> +5% turn rate and top speed (historically, fine quality of ship building) all SPN ships -> 1-5 additional cannons per side, depending on class (historically, up-gunned ships) Access to unique ships within certain classes would work too, if the above feels too gamey. But I do think there would be nice value in having nation choice manifest in gameplay/ship accessibility, somehow, Things I love (please don't change) Frequency of NPCs on OW; the fact that positioning on OW is carried into battle instances; PvP anywhere; lack of GPS on map.
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