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la Touche-Treville

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Everything posted by la Touche-Treville

  1. Sorry to break the RP dreaming. What about a third option in your statement? Do you choose to agree on terms with your two neighbors (that steamrolled you once and can do it again) and continue enjoying a game that is in early access with broken mechanics? Or do you not give a toss and are ready to gamble on uneven odds that this time things will turn out different and in your favor and that you'll steamroll those two neighbors? Which by the way will also kill the game regardless of the outcome.... I for one will chose option 1 and hope that the developers will fix this messed up PB phase of the game to allow for some real and fun action
  2. So Britain is now ready to fight both Denmark/Norway and the Dutch on two or more fronts? Oh, and keep he pirates and US at bay at the same time? That is indeed a very bold move! As a french officer locked up in Fort Royal I say: "Do whatever you please", just don't expect a battered nation to be foolish enough to take to arms and dig their grave deeper. However on the other hand, I will certainly not take arms and help our jailers so nothing to worry on that front in case you even had the wildest doubt. I wish you fair winds, following seas and a lot of success in your endeavors and maybe one day, your attacks will pay off and you'll reach Fort Royal to truly liberate the French but until that day, I'll keep my head low and accept the truce our leaders are brewing.
  3. Well 9 drunken sailors against 3 nations.... I guess you won't be around very long. May the gank fest start Farewell
  4. Missed the action last night but when I count 12 successful PB attacks in one night by the same nation, I feel something is seriously broken in this game. Hope the developers are watching this thread and take notice...
  5. Maybe the penalty of green on green should be a lot higher but in an exponential way. In other words, the first few rounds of damage you do won't be to hard on lost XP and lost gold (I have shot mates by error), however, as that damage number starts building up, so does the XP and Gold penalty in an exponential way. A warning popup in the interface would be nice to let the player know what he's getting himself into (especially for new players) If the player is to dumb, well heck he can be demoted to an inferior rank and end up without any money in the bank. That would certainly calm down this kind of clan!
  6. Was great fun indeed! You guys put up an awesome defense on those 3 attacked ports and though Cumana turned into a slaughter house, it was one of my most enjoyable battles.
  7. I've a PPL(A) and been flying small 4 seaters for the last 15 years. Here's the link to my flying club based close to Nantes, France: http://aeroclub-ancenis.fr/
  8. Well sounds like adding crew management is going to offer a whole new dimension to this game. Before, if two players on same boats went head to head, there was a bit of sailing (most players manage OK with manual sails), a bit of aiming (yup, those shots that go wild if bad timing on a wave) and then the paper, rock scissor game for boarding. Nothing that challenging... Now with a lot more parameters to handle, the outcome of a battle will vary greatly. I can just imagine the pain of blocking those leaks, keeping the ship under course, reloading those cannons and preparing for boarding!!! Seems to me like I've got a whole new learning curve to go through. Which by the way is great!
  9. Sounds amazing! Looking forward to testing it. You guys Rock (pun intended )
  10. I believe it is this you are looking for: http://www.musee-marine.fr/programmes_multimedia/vieabord/vieABord_fr.html
  11. Charles Dexter Ward, you created a fine guide here! This URL is going to my bookmarks and I'll certainly spam it in the help channel. Many thanks
  12. Raid group creation for Port Battles: Problem: It's a real nuisance for the attacker of a port battle to see random players join with the wrong ship, not part of the group on the active Teamspeak (or other vocal server), and basically screwing up a place for someone else. Even worse when they join with their fleet of 2 bot boats! Proposed solution: The attacker that is carrying the flag get's a tool that allows him to create a Raid force of up to 25 players. The minute the flag holder enters the PB, all the raid force (in proximity) get's sucked in. Whatever places left are free for all. Now the downside would be that it makes it tougher for defenders to tag players waiting for their turn to be called into PB. So maybe an alternative is that the places are reserved in the PB for the raid members but they are not 'sucked in' with the flag holder.They have to manually join the PB as today, but if they get tagged or fail to join, the flag holder can decide to exclude them from the raid and therefore free up slots for outsiders.
  13. First my apologies if this topic exists elsewhere. I think it would help to regroup all topics concerning port battles in one area. For example: Disable Deep Water port battles for Basic Cutters. http://forum.game-labs.net/index.php?/topic/10167-cutters-in-deep-water-port-battles/?p=180499
  14. Experienced the awesome experience of navigating in stormy weather the other day. The heavy rain, strong waves and the rolling thunder was fantastic. Only thing missing is lightning. Since your visibility is greatly reduced, I would love to see the sky light up for a few seconds, allowing me to see other ships and maybe the coastline for 1 second before going dark again and the sound of thunder. Closer the thunder comes after lightning, the closer you are in the middle of the storm, as the storm calms down, you delay further and further the thunder from the lightning.
  15. This is so annoying and can lead to a game exploit. All enemy needs to do is: - Have 2 accounts - Use their Basic Cutter to jump into the PB the minute it's created with their 'Spy' account. - Login into their second account and use their real ship And even if not everyone has 2 accounts, it's currently impossible to stop pickup players that have no business joining a PB from doing so. By taking up a precious slot they seriously jeopardize the whole operation.
  16. Hey, this is really well done! It greatly helps when all players in the group are familiar with these sailing terms. I'm getting tired of repeating the same answers on the help channel so I'll now just link this manual Please keep up the good work. Frequent questions I see are (in no particular order): - What ship can I sail at my level? - What cannons can I equip? - How do I join a battle? - How do I take a mission? - How do I find my mission? - What's the best way to make money? - How do I progress in this game? If I could have one PDF or web page with all the answers regrouped, that would be awesome.
  17. Hey , first thank a million, this is a great tool! I might be missing something regarding the estimate time of travel however. What is the average speed you are using to determine the travel time? May I suggest you add this as a variable? That way I can set course using your tool and then punch in the actual speed reading I'm getting in game. That would give me a more precise ETA Then if you really have time, why not add a timer so that based on the punched in speed, your ship would progress along the route you traced. This would be far from GPS precision of course but that's not what I'm looking for. I believe it would match pretty closely what a navigator would be doing on a ship in those days Every time the wind changes enough to make a significant speed change, just punch in the new readings, adjust your course if necessary and keep your fingers crossed
  18. Very nice! Not the expression but the book Found it referenced also in a more readable format. For example to not confuse a Noob with a Nob : http://www.fromoldbooks.org/Grose-VulgarTongue/n/nob.html
  19. Though current mechanics make sense from a historical point of view, the turning pirate thing is a really hard sanction in NA. It's a one way ticket and you have to live with it. So here's were it does get tricky I agree. I would certainly love to see some way to change back from Pirate to another nation whether it would be by public flogging by the other players in the port capital, sentenced to kill xx # of enemy ships, donate a fairly substantial amount of gold, go on a pilgrimage to the 4 most remote ports located N/S/W/E and perform a series of missions in each one of these,.... whatever. I mean this is a game, we're here to have fun and there's no reason not to be creative. Problem is that hard core players will see this as unrealistic and would boycott any such measure. Oh well I voted Yes with Some modifications.
  20. Mercury = higher deck than Niagara. When the AI disengages, they tend to fire a full broadside at the same time. Now if that broadside was grape, then your Niagara crew will get decimated! Question: Does AI shoot Grape?
  21. Why only far from coastlines? https://en.wikipedia.org/wiki/Spanish_Armada_in_Ireland Imagine a strong storm blowing ships against the coast where, if they hit, they get leaks, damage and can even sink if not repaired. Agree that this is no easy task for developers. You could tweak the "Shallows" surrounding land to have a damage effect when a storm is present. Ok guess I'm dreaming but this game just has that effect
  22. This reminds me of Age of Conan. Played a very long time ago but remember very well how you'd cross borders from one kingdom to another and that essentially spawned you in a new instance. But indeed in Open World, this would be tricky (but doable). As for overlapping, this isn't great due to the fact that you'd get super confused by having 2 players in the same location not seeing each other. However the map needs some serious thought on how you'd split it. Might require more time analyzing player demographics first hand though and then based on population concentration on the map, split these out as evenly as possible. Hey, adding this extra server so fast is a great move anyway. Thanks!
  23. Use of fireships would be really cool but agree that it must be treated with uttermost care as not to a game breaking mechanism. For starters, they would have to be crafted (no capture or buying from shop) just to limit their availability. The blueprints would be scarce, craft expensive. An actual player would have to sail it into battle (that's one player less shooting canons so it's a trade-off) It would act like an under-crewed ship (which it was) so any change of course involving sail maneuvers would be very slow. And the player sailing it would lose control the minute the ship is in proximity of an enemy (x meters, x needs to be defined). I personally think that these would be damn hard to use efficiently but I haven't participating in a lot of PBs either. My two cents....
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