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B4NGSPL4T

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Everything posted by B4NGSPL4T

  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. 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?
  6. 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.
  7. 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.
  8. 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?
  9. 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.
  10. P.S I added another poll answer to the question of crafting "Yes, but limited to Frigates and below".
  11. 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.
  12. Greetings, I'm not going to spend the usual amount of time outlining my suggestion, as it feels every time I spend 1-2 hours thinking through and writing an informative and detailed post it gets spammed and pushed to the back. I am not one of those hugely vocal forum members, so cannot contend with it. Anyway, here we go. Pirates historically never owned ports, however they were tolerated in some by the governors. I understand of course there is a level of gamification required, which is why I suggest that the Pirates are given the hidden island to the North-East of The Bahamas. This island has 2-3 ports (can't remember how many exactly), which would be the ONLY place where the Pirates have their very own ports. They should act as a Capital, permanently in the pirate hands. This raises the point of port captures. I suggest removing this ability from the pirates and creating a new mechanic called "Raiding". Through raiding, pirates can assault a port but never capture it, rewarded with loot similar to Port Battles but with the addition of ships. Why ships you ask? Because I also suggest that pirates are not able to craft! Pirates very rarely crafted their own ships, even then for the most part they just took captured ships and heavily modified them. Realistically you didn't have Pirates sailing around in self built 1st rates, however they could potentially capture them if they worked together (this would be PVP). They would still be able to buy ships from their ports, so this would limit them to Pavel's and below. Well, that's it really. No crafting for pirates, and no capturing of ports. It further creates a unique faction to play as, which I believe is exactly what they should be.
  13. Short answer. No. Long(er) answer. Only if the devs give the early testers another unique ship that cannot be obtained by the non early testers.
  14. Splitting up a fleet to attack them independently is a great tactic. Starting a battle just to sit on the edge of range and keep someone in battle with no intention of fighting is not. You can put a pig in a dress and makeup but it is still a pig. This is an abomination of a valid tactic and is in as many words, griefing.
  15. Splitting up a fleet to attack them independently is a great tactic. Starting a battle just to sit on the edge of range and keep someone in battle with no intention of fighting is not. You can put a pig in a dress and makeup but it is still a pig. This is an abomination of a valid tactic and is in as many words, griefing.
  16. Proof or Poop (i.e a smear campaign). Don't make a Tribunal case without posting the proof initially, saying you have proof and actually producing it are two very different things.
  17. The power supply should not be an issue here, it toes the line at what would be recommended (500w) but is acceptable. Temperature should not be an issue either, both CPU and GPU are rated at 95 degrees, so even with low end cooling you should be fine (even if you used toothpaste as thermal paste, not recommended!) Your issues most likely will come from software as opposed to hardware. Try a fresh install of the game if you haven't already, as well as your graphics drivers. It might also be worth verifying your registry (I know you said your computer was new, however installing the odd iffy program here and there can cause gremlins).
  18. As someone may have already said, the control for the rudder could function like that of the yards. Holding A or D wll turn the rudder in a desired angle, freezing where you have positioned it. You would then need another key to re-centre the ruder, similar to that of the yards when you put them back in to automatic.
  19. Greetings! My name is B00MSPL4T and I am one of the admiralty members of Tattered Flags. We have just over 100 members in total, from all walks of life. We have players from all around the world, ranging from the age of 17 to 79. Just like The Decatur Armada we are a PVP guild that prides itself in teamwork, organisation and tactics. We are always open to applications, however there is a screening process you must pass if you would like to become part of the group. With that said, any US player is more than welcome to join us in our teamspeak to socialise and engage in activities with us. Our players are very generous, eager to help new players get started. Please feel free to send me a message and I will give you our teamspeak details. I am currently away from my computer for the holidays but there will be plenty of other members around to welcome you.
  20. Aren't Port Investments/Production Buildings one in the same? I suppose Port Investments looks specifically at defences etc. I would love to see Port specific buildings in general (Mines, Lumber Yards, Shipyards, Fortifications etc). However I would also love to see land mass during battles (both open world and port battles).
  21. Sorry for my non Russian reply. I like this idea very much (from what I understood), and historically it does make sense. The pirates should not be considered a nation. You had French pirates, British pirates, Spanish pirates etc... They were pretty much mercenaries. Historically they were hired/paid to hunt down enemies of the state, so they were indeed aligned with the nations they originally came from. I guess this could be enforced by some sort of honour system. Your honour rating depends on your actions. For example, attacking someone from your own nation gives you a huge minus, but killing ships from enemy nations gives you a positive. You can eventually go from bad to good over a long time, but can go from good to bad from a small amount of bad actions. Sort of liek the Hero/Bandit system in DayZ Epoch.
  22. Understood, glad we cleared that up. What about ganking? A military rule of thumb is that an attacking force should be at a ratio of 3:1 to that of the defensive force. However I don't think this rule works very well in game. I witnessed a US player in a Frigate be attacked by 15 enemy ships (which included several Constitution's and Trincommolees). Realistically 2 good captains can defeat a single enemy player of thea ship 1 class above (2 Cerbs vs 1 Frig, 2 Frigs vs 1 3rd Rate etc). Is there some way of expanding on the current 4:1 BR anti-griefing rule? For example, not allowing much larger ships to join in a battle against smaller ships unless there is a numerous amount. I'm just throwing some ideas out here... It is a tricky mechanic to work out, maybe it does need am mending, maybe it doesn't. I guess we will see.
  23. Oh get over yourself. Calling you a scurvy sea dog etc is nothing more than naval jest, don't be so pedantic. 1. I was not aware that we could not blockade a national capital. Where is this rule? 2. What international treaty are you speaking of? No US groups have agreed to any terms involving the Pirate nation. 3. I can only speak for myself, but I will reilliterate again that at no point did I direct a pirate player or a 'twink' to attack other pirate players. We blockaded the port, following players out of the zone and attacking if we could, a few times a battle was initiated pulling everyone within the tag area in to battle, however that was through no action of my own. 4. There is clearly a slight flaw in the tagging mechanic here. Would it not be possible to have it so it only pulls in players that are part of a group? That would certainly prevent a few rather shady tactics which from your response is clearly being abused by some players.
  24. I'm sorry, but I completely 100% disagree. If anything, you should have ZERO protection fleets. I mean come on, your pirates! You are the thieves of the sea, the scum, the scourge, the devil's. Pirates are not a nation, and never were. They didn't have the resources or the ships to muster a 20 strong fleet of 3rd rates and St Pavels around their ports. They just had odds and ends of ships that they had captured (I would even say to remove crafting from the pirates). The administration described the action of attacking smaller players outside their home port as 'Clubbing Seals'. For every nation other than the pirates I completely agree... but for pirates, regardless of location, rank or ship the rules are to sink on sight. That is the risk of playing as a pirate. You can't have your cake and eat it to.
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