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Isink A Lot

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  • Birthday 03/27/1969

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  1. The above quote is from Admin's post Development plans for conquest mechanics (RVR). Is this still planned? Is it coming with this map reset? There are many questions that have not been answered about all this new RvR from the many different post on each small part of it. ​The above quote in red, what does this mean? I will use Sweden as examples in my Questions I have. 1. What does it take to "capture" a region? 2. Is it just the Regional Capital? 3. So for Sweden to take Bovenwinds do we only have to cap Oranjestad? 4. If this so then all Port Battles will be 1st rate affairs only? 5. Or do we have to cap a majority of the lesser ports before we can cap Oranjestad? 6. If so how many? Bovenwinds has 3 other ports all of which are deep water 4th rate PB's currently. And if this is the case then the quote in red is not really true because we are fighting over individual ports. 7. Do we get to use those ports and deny the use of them from our enemies before capping Oranjestad? 8. Are National Capitals capable? 9. Are noob capitals capable? 10. Do we still have 3 different port battle types? Regional Capitals = 1st rates, deep = 4th, & shallow?
  2. Ding Ding we have a winner winner chicken diner! It's a MMO, people live to troll and grief new players, it's how they get their jollies on, it will happen and happen often I guarantee it! Just like the "Events" where to bring big PvP battles, in the Dev's minds and on paper it looks good, but us players will abuse it and screw it up to no ends. This is seal clubbing gift wrapped and delivered to your door step! All be over here chuckling to myself. Now change the ROE to Character level of more than two or three in difference the younger character gets unlimited reinforcements then the seal might have a chance to get help from the older wiser seals and the clubber might just get clubbed.
  3. Good, now I expect you to also champion for the removal of ship mods and officers perks as they are a contrived fantasy and nothing more the World of Warcraft magic spells as it insults the history and detail! No one every said they would be by game mechanics limited by the nation you chose to play, however with a National material needed to construct them they WILL become one by game play. National materials are in regional ports, regional ports are 1st rate PB ports. Nation A has a first rate BP and more than one Regional port for its material, Nation B has the 1st rate BP but no regional port. Nation B must "smuggle" enough of the matts to make 25 first rates to try and cap one of the regional ports. Meanwhile Nation A does not, hell they don't even have to travel as far to get them in the first place, and they start making 1st rates at a rate Nation B can not even dream of. Now even if Nation B wins the first PB for that regional port they will not be able to sustain the 1st rate production for that ship to keep it from Nation A. Trying to make Nation A's 1st rate will become a futile endeavor that will lead to Nation B to stop trying. Players that want to sail a 1st rate and fight in regional port battles will then leave Nation B to go to Nation A, C, or D that has a 1st rate with their own national material. This will lead to a map controlled by three Nations that have a 1st rate with their own national material in game, because they will be the only ones with 1st rates to fight for a region. And if those 3 nations are allied, what fun will that be? It will happen and if you don't think so I have to ask have you ever played a MMO before? Players will always go for the easier rout to get what they want! So you are confirming that the Christian IIV will indeed be the Dane/Sweden 1st rate? See below why it should remain a 2nd rate unless you up a gun deck size. How about we drop the rate systems of the real world? I mean for this games purpose it really only matters what the game rates it as, and what type of port battle it can get into. Here's an idea why don't we change the in game rate system to be based on broadside weight instead of real world or gun count rate systems. OTMatt had a post http://forum.game-labs.net/index.php?/topic/13912-ship-list-with-broadside-weight/?p=255889 of broadside weights for ships. Looking at only the ships in game what would the cut offs be for the 7 rates we have? Using OTMatts numbers I think the ships should be rated as such. 1st = 1,290lb+ 140-Gun Santisima Trinidad 34x 9 Pounders = 306 36x 12 Pounders = 432 34x 24 Pounders = 816 34x 42 pounders = 1,428 Broadside Weight: = 2,982 / 2 = 1,491lb 118-Gun Ocean 18x 9 Pounders = 162 34x 12 Pounders = 408 34x 24 Pounders = 816 32x 42 Pounders = 1,344 Broadside Weight: = 2,730 / 2 = 1,365lb 106-Gun HMS Victory 14x 12 Pounders = 168 30x 12 Pounders = 360 30x 24 Pounders = 720 32x 42 Pounders = 1,344 Broadside Weight: = 2,592 / 2 = 1,296lb 90-Gun Admiraal de Ruyter (not in game but we know it is coming) LOOK A DUTCH IN GAME RATED 1st RATE! 30x 12 Pounders = 360 30x 32 Pounders = 960 30x 42 Pounders = 1,260 Broadside Weight: = 2,580 / 2 = 1,290lb 2nd = 1,000 to 1,289lb 82-Gun St. Pavel 4x 6 Pounders = 24 20x 6 Pounders = 120 28x 24 Pounders = 672 30x 42 Pounders = 1,260 Broadside Weight: = 2,076 / 2 = 1,038lb 90-Gun Christian VII (not in game but we know it is coming) 8x 6 Pounders = 48 26x 12 Pounders = 312 28x 18 Pounders = 504 28x 42 Pounders = 1,176 Broadside Weight: = 2,040 /2 = 1,020lb 80-Gun Le Bucentaure 18x 12 Pounders = 216 32x 24 Pounders = 768 30x 42 Pounders = 1,260 Broadside Weight: = 2,244 / 2 = 1,122lb 3rd = 651 to 999lb 74-Gun HMS Bellona 18x 9 Pounders = 162 28x 18 Pounders = 504 28x 32 Pounders = 896 Broadside Weight: = 1,562 / 2 = 781lb 74-Gun 3rd Rate 18 x 9 Pounders = 162 28 x 18 Pounders = 504 28 x 24 Pounders = 672 Broadside Weight: = 1,338 / 2 = 669lb 4th = 451 to 650lb 62-Gun Ingermanland 14x 6 Pounders = 84 24x 18 Pounders = 432 24x 32 Pounders = 768 Broadside Weight: = 1,284 / 2 = 642lb 54-Gun USS Constitution 24x 12 Pounders = 288 30x 24 Pounders = 720 Broadside Weight: = 1,008 / 2 = 504lb 70-Gun Wapen Von Hamburg III (not in game but we know it is coming) 22x 6 Pounders = 132 24x 12 Pounders = 288 24x 18 Pounders = 432 Broadside Weight: = 852 / 2 = 462lb 64-Gun Agamemnon 12 x 9 Pounders = 108 26 x 18 Pounders = 468 26 x 24 Pounders = 624 Broadside Weight = 1,200 / 2 = 600lb 5th = 201 to 450lb 50-Gun HMS Trincomalee 22x9 Pounders = 198 28x 18 Pounders = 504 Broadside Weight: = 702 / 2 = 351lb 40-Gun Essex 12x 12 Pounders = 144 28x 18 Pounders = 504 Broadside Weight: = 648 / 2 = 324lb 38-Gun Frigate 12 x 6 Pounders = 72 26 x 18 Pounders = 468 Broadside Weight: = 540 / 2 = 270lb 6th = 121 to 200lb 38-Gun Belle Poule 10x 6 Pounders = 60 28x 12 Pounders = 336 Broadside Weight: = 396 / 2 = 198lb 38-Gun HMS Surprise 14x 6 Pounders = 84 24x 9 Pounders = 216 Broadside Weight: = 300 / 2 = 150lb 30-Gun Renommee 4x 6 Pounders = 24 26x 9 Pounders = 234 Broadside Weight: = 258 / 2 = 129lb 7th = 0 to 120lb 26-Gun Cerberus - Non PB Ship 26 x 9 Pounders = 234 Broadside Weight: = 234 / 2 = 117lb 20-Gun Niagara - Non PB Ship 20x 9 Pounders = 180 Broadside Weight: 90lb 18-Gun Rattlesnake Heavy (what the heck is this) 10 x 6 Pounders = 60 18x 6 Pounders = 108 Broadside Weight: = 168 / 2 = 84lb 22-Gun Snow 6x 6 Pounders = 36 16x 6 Pounders = 96 Broadside Weight: = 132 / 2 = 66lb 20-Gun Mercury 20x 6 Pounders = 120 Broadside Weight: = 60lb 18-Gun Navy Brig 18x 6 Pounders = 108 Broadside Weight: = 54lb 18-Gun Rattlesnake 18x 6 Pounders = 108 Broadside Weight: = 54lb 16-Gun Brig 16x 6 Pounders = 96 Broadside Weight: = 48lb. 12-Gun Pickle 12x 6 Pounders = 72 Broadside Weight: = 36lb 12-Gun Privateer 12x 6 Pounders = 72 Broadside Weight: = 36lb 12-Gun Cutter 12x 6 Pounders = 72 Broadside Weight: = 36lb 12-Gun Yacht 12x 6 Pounders = 72 Broadside Weight: = 36lb 8-Gun USS Lynx 8x 6 Pounders = 48 Broadside Weight: 24lb
  4. Now we have Dutch, Dane, Swed, and US captains sailing Brit, Spanish, and French 1st rates to cap deep water ports. Even though the Dutch, Danes, Sweds, & US did not make a true first rate is it the end of the world if the Dev's took one of those 15 90 to 95 guns ships and added an extra 5 to 10 guns to it? Or kept the 90 to 95 and upped the 2nd decks poundage to get a similar broad side weight as the other 1st rates? And hasn't that already been done on some ships we already have in game? And if that small change is not okay for game play reasons then why the hell is magical officer perks and ship mods okay? My guess for the Dutch ship "upgraded" to a first rate is the De Ruyter. hehe
  5. admin, on 01 Sept 2016 - 04:18 AM, said: Per Admin's statement here the Christian VII is a first rate for both Danish and Sweden. Not a second as you have listed. Maybe they are modeling the up gunned version?
  6. Technically you are at war with anyone who is not your Ally by game mechanics, but agreements can and will be made as they are now I am sure. I still think a third neutral state needs to exist but eh...
  7. Only for round two and beyond. You can not have an ally that has your enemy as an ally. Let do that and see what it looks like. Ally picks Spain - picked France, France picked Denmark so no alliance for Spain France - picked Denmark, Denmark picked France so they will have an alliance. Brits - picked Dutch, Dutch picked Brits so they will have an alliance Dutch - see Brit pick Denmark - see France pick Sweden - picked Denmark, Denmark picked France so no alliance US - picked Brits, Brits picked Dutch so no alliance Enemy Picks Spain - picked US France - picked Brits Brits - picked France Dutch - picked France Denmark - picked Brits Sweden - picked Brits US - picked Spain First round of voting alliances are Brit/Dutch and France/Danes all others are odd men out. Round two: Spain can pick anyone as ally as their enemy as no ally France can not pick Dutch (allied with Brits), everyone else is game Brits can not pick Denmark (allied with France), everyone else is game Dutch can not pick Denmark (allied with France), everyone else is game Sweden can not pick Dutch (allied with Brits), everyone else is game US can pick anyone as ally as their enemy as no ally I think that's right!
  8. I hate to break it to some of you but if the votes stays as shown here Sweden will not have an ally. Both sides must be each others TOP pick, therefore Sweden who picked Denmark must have Denmark pick them which they haven't (they have picked France). So lets do a run down shall we. Spain - picked France, France picked Denmark so no alliance for Spain France - picked Denmark, Denmark picked France so they will have an alliance. Brits - picked Dutch, Dutch picked Brits so they will have an alliance Dutch - see Brit pick Denmark - see France pick Sweden - picked Denmark, Denmark picked France so no alliance US - picked Brits, Brits picked Dutch so no alliance First round of voting alliances are Brit/Dutch and France/Danes all others are odd men out. Second round will start to form the "blocks". What this does show however is National populations or at least higher level captains to the effect of how many players are interested in RvR for each nation. Which is as follows: counting ally votes only! 1. Great Britain 3,162 votes 2. Dutch 1,309 votes 3. France 1,302 votes 4. Denmark 1,008 votes 5. US 896 votes 6. Spain 828 votes 7. Sweden 782 votes We need fewer Brit Captains! lol I hope someone gets a screen cap of the finial voting so we can see number of votes each nation had!
  9. No I don't think they are nor do I think they should. Ship tuning to balance PvP is something that hardly ever is right right out of the box. We are alpha testing. All ships should be tested now before release so no one ship is overwhelmingly OP compared to the others. Once release happens new ships should be tested in the test server before release to the "live" server(s). I agree there looks to be a load of new ships coming now, but they are all 1 year plus in the making, and with all the new RvR, officer, crew, mission stuff I have no idea if any new ones have even been started. So how long will the 2016 voted ships take to get in game, end of 2017? How fast can they crank out ships with all the other content they are doing? And does that matter? When we vote a ship it will be added to the game at some point. So we should vote on ships the game needs to fill a role or a size that is lacking. For instance I would like to see the next vote be strictly 3rd rate ships if the Dev's can find a way to make them useful in game (cause right now they aren't). I think we could all come up with our favorite 3rd rate to vote on without players whining about not being able to vote for their favorite 4th rate, or what ever size ships the Dev's feel is lacking. No one complained in the last one when US or Brit ships could not be voted on. I don't see what the issue would be to have both needs filled?
  10. If this is true then why did I see you up at 4 am your time trying to take US ports? If your not interested in being up at 4 am why are you attacking other nations ports at that time? Here is a clue for you, don't try and take ports that require you to be up at 4 am, take ports that are open at your time of play! Not hard. Are you saying none of the other nations have interesting battles at your prime? So you have to be up at 4 am to have interesting battles against the US, but main time zone not in yours is useless? This is why I left Spain 2 months ago, no logic to there nation at all.
  11. But is it? With the length of time it takes to get a ship in game and the limited number of Dev's doing said ships I think what we "vote" for should reflect what the game needs more so than what we "like". And I would guess that most captains would like whatever ships they got that filled both of those roles. We are into the last half of this year and still don't have what "wild card" ship the Dev's have chosen for the first half, And we shouldn't we be voting on the next round of ships? For instance the 2015 ship poll had the Amsterdam, HMS Indefatigable as the two top vote-getters with the Océan-class as the Dev choice. We have only one of those in game a year and a half later! However we did get the Rattlesnake which was third in voting. As for 3rd rates I agree they are lacking, but they have NO USE in game as they are to small for Regional ports and to big for all other deep ports. Which I think is a big mistake in game design. 3rd rates should be the most crafted and used ships in game! A bit of interesting info on the 3 player votes: 2014 Voting - 183 total votes - 4 out of 5 in game 1. HMS Ontario - 55 votes - in game 2. Ingermanland - 51 votes - in game 3. Santisima Trinidad - 36 votes - in game 4. Brig Mercury - 21 votes - in game 5. San Felipe - 8 votes - not in game 2015 Voting - 833 total votes - 2 out of 12 in game, 4 of remaining 10 in development 1. HMS Indefatigable - 155 votes - in development 2. Amsterdam - 138 votes - in games as the indiaman 3. Rattlesnake - 129 votes - in game 4. Christian VII - 83 votes - not in game 5. Wasa - 63 votes - not in game 6. HMS Agamemnon - 61 votes - in development 7. USS Independence - 60 votes - not in game 8. Téméraire-class - 54 votes - not in game 9. Océan-class - 42 votes - Dev choice in development 10. Hermione - 19 votes - in development 11. USS Bonhomme Richard - 18 votes - not in game 12. Amazon-class - 11 votes - not in game 2016 Voting - 1836 total votes - no dev choice as of yet. 1. Christian VII - 386 votes - in development 2. Diana - 295 votes - in development 3. Wasa - 293 votes - not in game 4. Venus - 274 votes - not in game 5. Admiraal de Ruyter - 205 votes - not in game 6. Dordrecht - 63 votes - not in game 7. Wenden - 49 votes - not in game 8. Princesa Real - 48 votes - not in game 9. Mars - 46 votes - not in game 10. Venetian 22-gun corvette - 39 votes - not in game 11. Freja - 38 votes - not in game 12. Vrijheid - 28 votes - not in game 13. Descubierta - 26 votes - not in game 14. Christiansborg - 25 votes - not in game 15. Prinds Christian Frederik - 15 votes - not in game
  12. What if the 24 hours was busted up into 12 separate battles? A defender only needs to win 6 of those, an attacker needs to win 7? That's 1/2 a day of coverage if you win them all. Now throw in allies to help you with your battles, and pirate clans as hired mercs and you could cover the entire 12 battles if you make the right political deals. This will require the "Pirate Nation" to have the ability make make contracts for a port offence or defense to be paid by the nation that hires them. And if done by clan or group you could have Pirates on both sides of the battle! Of course I have the idea of Pirates becoming strictly pvper's, no crafting, no trading, but that's a separate post. PotBS way sucked also. I can't tell you how many "flips" I helped get started only for them to be finished in the middle of the night, and then the battle happen before I got off work, effectually excluding me from said port battles I helped create. Timers of any kind will screw all players over one way or another. It is a global game and needs global mechanics if this is to last or players will figure out how to set the times to when it is the easiest for them to win (read least resistance). Then get bored and stop playing.
  13. With multi battle does it matter if you can raise a fleet 24 hours? What I proposed will make each PB 12 battles long, as a defender you only need to win 6 of those (tie goes to defender), as an attacker you need to win 7 (attackers should have to win more, no?). So if you can cover 1/2 a day with you pop and or ally/hired guns (hired guns are pirates clans) you can still win even if the rest of the battles are empty. But with this setup you just might find people spreading out to other nations to get fights instead of certain time zones having a couple of nations with all the pop.
  14. I disagree. 1. It was not yours and yours alone action that resulted in the fight to begin with! 2. A national effort to create the PB should mean a national effort to win it. (not on somebody else's actions to lose it) 3. If I fought well to get the PB and some other player loses my port because it didn't happen in my play time I will be extremely more upset about it than if my nation lost it as a whole. The very reasons you list as to why not have it a national effort are the same reasons not to leave it up to just 25 players multiplied by the number of players that help create it in the first place!
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