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ssssnake529

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About ssssnake529

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    Ordinary seaman
  1. I am not arguing for your trade ships to be defended by the AI. Your trade ships would be sailed by the AI, and you would defend them yourself with your own man of war.
  2. Now that (at long last) you can no longer teleport back to your capital with a hold full of cargo, it's time for the Developers to address trading. Currently, trade ships are way too vulnerable. If you are seen by an enemy warship, you will in all likelihood be captured. Running away is futile, and self defense is likewise futile. We need the ability to provide escort for trade ships. Allow a person to put trade ships into his fleet. That way, a captain can command a warship, and convoy his trade ships through hostile waters. This would make trading more viable and more interesting.
  3. Sailing a Constitution. See an enemy (AI) trader snow. For some reason, the "attack" button remains greyed out and unclickable. Is there a game mechanic that is preventing me from attacking a trade vessel while sailing a Constitution? (I've not had this problem when sailing in smaller ships.)
  4. As long as you are required to sail a defenseless trade ship through enemy waters, teleporting with cargo is the only viable option for transporting goods. Everyone wants to do away with teleporting with cargo. That's fine PROVIDED that there is some realistic way for me to protect my trade ship. Trade ships should be part of your fleet. I should be able to sail my warship and be accompanied by my trade ship(s). Currently, a cargo ship is pretty much defenseless, so moving cargo around by actually sailing is pointless.
  5. I'm trying to figure out how this new system works. From my testing, it appears that I can't choose crew levels. My only options for each task are to make the crew numbers assigned go up to the max or down to zero. Is this how it's supposed to work? I click on "7" for gunnery, and my gunnery numbers go up. Click on "7" again, and the gunnery numbers drop to zero. And how do you get crew members off of the repair task? It seems that once assigned, they stay there forever. And with boarding, is there any way to allocate less than all of your ship's company to boarding? Right now, the system for allocating crew is either broken, or I just don't know how to use it. Am I doing something wrong?
  6. These random missions should be more varied and interesting. Right now, they are simply the same as any other mission, with less XP. Travelling across the vast emptiness of the ocean, encountering one of these missions should be something special. Currently, they are just the same old thing.
  7. The AI should not be selling any ships larger than a Pickle. There are lots of crafters out there. Let players provide ships for other players. The AI is an unnecessary intrusion on the player driven economy.
  8. I made a similar suggestion in this thread: http://forum.game-labs.net/index.php?/topic/10253-resolving-the-conflict-between-casual-and-hard-core-players/ A "sea trials" or "arcade" mode could be a lot of fun. I really think that XP and gold from sea trials should be separate from the open world, however.
  9. This is the obvious solution. Buy contracts that auto-purchase AI generated assets are screwing up the economy. Buy and sell contracts should exist between players only.
  10. Just was in a mission where an AI Cerberus flipped a player Cerberus. Seen it happen a lot in PVP too. This is kind of a ridiculous game mechanic.
  11. I have collected a number of exceptional modules now. The only ones that have any practical value are the ones without penalties. This really makes no sense. Exceptional modules should not have such high penalties as to render them useless.
  12. No. Fog is part of the ocean world. I like fog. It helps me hide from enemies. It adds some interest and mystery to the experience.
  13. YESSSSS!! Please! So much common sense. Don't know why it's not yet implemented.
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