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B4NGSPL4T

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About B4NGSPL4T

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    Ordinary seaman
  • Birthday 03/20/1991

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    United Kingdoom

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  1. Well, by the looks of it every Pirate and his parrot have rushed in here to try and sway the vote. I should have added a question that asks which nation they play as, not that any of the scoundrels would have been honest about it
  2. The post I made was intentionally done in such a way that it did not include mechanics in the original post, as the mechanics are something that could be discussed until the cows come home. With that said, a reasonable "positive" to the so called "negative" would be that when a pirate captures a ship they can "overhaul" it using crafting to make a pirate like vessel (such as an increase in speed, crew, different cannons, perhaps even a boarding bonus). In addition, let's say a Pirate captures a 3rd rate. With the overhaul it would turn the 1 durability captured 3rd rate in to a 3 durability crafted pirate 3rd rate. Why this process? It adds a new element to the game. Pirates would have to capture the larger ships, while retaining the ability to craft say up to a Frigate. Yes, they may still be at a disadvantage, however combined with the inability to capture ports, only raid, it gives them a constant assurance that the ports they use can never be captured or overturned (being free towns). Pirates and Neutrals should be the unique classes of the game, more difficult to play than the others, as they are not part of a nation. I would say that "Pirate Rigged" ships would certainly close that gap while retaining a balance.
  3. Thank you very much. The key here was to create a poll that very clearly showed the thoughts of the community. As you can see, it has done exactly that. Yes, I thought of that after I added it. No doubt there will be a few biased views but if another people vote it should even it out.
  4. I would love to see something like this in game! Hopefully they will do something similar.
  5. This is exactly the biased attitude that will not progress the game any further than an arcade game. Changes need to be made to create a dynamic yet realistic side to the game. People forget that this is the goal of the game... As Count Maurice Benyovszky pointed out, the tag line for Naval Action says " AN EXCITING, REALISTIC, AND BEAUTIFULLY DETAILED NAVAL COMBAT GAME." Realistic being the key line there... Pirates sailing around in SOL's is not realistic.
  6. I'm going to reply to both of these in a double whammy. Having never played POTBS I cannot comment on their mechanics, however to say a game has failed after 8 YEARS of a considerable following is just ridiculous... There are AAA titles that have declined faster than POTBS. The post I made was intentionally done in such a way that it did not include mechanics in the original post, as the mechanics are something that could be discussed until the cows come home. With that said, I will give you a reasonable "positive" to the so called "negative". When a pirate captures a ship they can "overhaul" it using crafting to make a more pirate like vessel (such as an increase in speed, crew, different cannons, perhaps even a boarding bonus). Let's say a Pirate captures a 3rd rate. With the overhaul it would turn the 1 durability captured 3rd rate in to a 3 durability crafted pirate 3rd rate. Why this process? It adds a new element to the game. Pirates would have to capture the larger ships, while retaining the ability to craft say up to a Frigate. Yes, they may still be at a disadvantage, however combined with the inability to capture ports, only raid, it gives them a constant assurance that the ports they use can never be captured or overturned (being free towns). You can keep on saying it over and over again, however no one is forcing you to play as a pirate. Pirates and Neutrals should be the unique classes of the game, more difficult to play than the others, as they are not part of a nation. You want some changes to the game on a level to "give pirates something they can do that can threaten nationals in some way", I would say that considerably faster "Pirate Rigged" ships to chase down national vessels with more powerful cannons would certainly close that gap while retaining a balance. P.S I really wish that the moderator did not merge these threads, this is a discussion that predominantly focuses around the particular poll, so should remain there.
  7. They would have access regardless if they can craft them or not. There are plenty of AI 3rd Rates that they can capture. In terms of re-building ships, what I think should happen is that when a Pirate captures a ship it is a 1 durability ship. What they can then do is take that 1 durability ship (for example, a 3rd Rate), and rebuilt it. The act of rebuilding changes the look of the ship (maybe just colour?), and gives it the durabilities that the ship would have if it was crafted. Other things can be added to this such as effecting the ships inbuilt characteristics, maybe even razeed?
  8. This is a simple vote, asking two main questions. Pirate Port Capture/Raiding and Pirate Crafting. I have set out the questions so that it will be very easy to determine as a community, where to draw the theoretical line. Yes, Pirates would still be able to obtain SOL's (through capture and trading). Yes, a Pirate could make another account and use it as a crafter. However, it would make the appearance of SOL's for Pirates a much rarer thing, as well as increase the value of it to the faction.
  9. Not too sure about the jail thing but all the other points are spot on. The Pirates are a unique faction and deserve to have the mechanics of one. From what the Admin has said it almost feels like they don't want to change it because there are so many pirates who would complain. This isn't about being historical, or accuracy... It is purely down to creating a balanced unique faction that acts as an alternative way to play compared to the others.
  10. It all depends how they do this... We are jumping the gun here. For example, if your account is server bonded it will do exactly as you say. HOWEVER. If the servers act as a shard, where you can play on any PVP server and still have your rank/ships/gold then it makes no difference. Play on your regional server when you are going solo for better ping, then switch to another to play with your friends/clan. From what I've seen so far, it will be the latter. I think the only case when your user information won't be carried across is between PvE and PvP.
  11. Personally, I don't fully understand the reason behind the Port Battle Timer. All it does is prevent nations from taking ports back when they have the capability to do so due to time zones. What has essentially been created here is a system that puts players at a disadvantage purely down to where they live in the world. So what if a nation takes ports while the other nation sleeps? Do you think that this would in any way, shape or form prevent an attack in the real world? "Sorry Mr Churchill, we can't attack the Germans at this time because they will be tucked up in bed with a water-bottle and can't defend themselves." What a load of crud! Obviously this is the real world, and most of us are not going to have alarms going off at 3am to get up for a port battle when we have to go to work or take the kids to school. If anything this promotes unhealthy gameplay which is a factor that the developers should ALWAYS be concerned with. When it comes down to it, most people agree that the system is flawed to some level. So now we can only hope that the developers come up with a more elegant solution.
  12. I think what this thread has clearly illustrated is that the current mechanics do not work. From the results the vast majority believe that crafting needs to be limited in some way, either the removal of it completely from the faction or a limitation on what can be crafted. In the long run this does not prevent the Pirates from getting in SOL's, however it does make it more difficult. Someone mentioned that Pirates would simply buy them from other nations, which is true, but my guess is that most nations will not do this due to the competitive nature of the game. Even so, this will make the Pirate faction a more unique faction to play as. In terms of capturing ports, as you can see currently just over half believe that they should be able to. My thoughts on this are that if a raid mechanic was clearly outlined, it may sway towards that than the latter. So Dev's, Admin... The people have spoken. What'cha gonna do?
  13. The current states of ports means nothing at the moment. Due to the patch adding in port times, and existing ports not having times set on them, it is not a true reflection of what will happen after the re-set.
  14. P.S I added another poll answer to the question of crafting "Yes, but limited to Frigates and below".
  15. Well there we go. I didn't know any that they owned ports, I always thought they were just tolerated in some ports. I'm guessing that it was fairly limited though? It isn't an invisible zone, it already exists, it just isn't shown on the map. People wouldn't be able to farm them as you say, as they have the protection zone. Honestly I think that the pirate nation shouldn't be able to capture ports. Raiding, ransoming, blockading, yes.... Owning? No. Edit: Also remember, the pirates can work out of the Free Towns that are dotted all over the map. Crafting is a little bit more complicated. I think there certainly needs to be some sort of limitation for the pirates, perhaps crafting only up to Frigates would be the way to do so. Agreed, the pirates will be a huge nation due to the romance of being a pirate. The whole leveling up on each other is a major advantage for the nation, with no drawbacks. That's why I suggest this, as it limits the pirate nation to a more pirate like ability. They do, often. Also, agreed... It should not be a choice of faction but something you can become. Something like a Hero/Bandit system like in DayZ - Epoch. Easy to become a pirate, hard to turn back.
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