Jump to content
Game-Labs Forum

Barbancourt

Members2
  • Posts

    1,629
  • Joined

  • Last visited

Posts posted by Barbancourt

  1. 10 hours ago, Palatinose said:

    This is how coastguard work should look like.

    The best way to coastguard is throwing disposable fast ships at them to keep them occupied and away from valuable ships.  Trying to chase raiders around with a real fleet is a waste of time. 

     

  2. 2 hours ago, Lars Kjaer said:

    Loose lips sinks ships. The devs has already accepted spies, alts are allowed as long as they don't give an unfair advantage that a single player or cooperation between players could get. In this case - it's a lowly abuse of an alt, but sadly within the rules.

    Let's not justify them with the name "spies" when they operate openly. 

     

    • Like 1
  3. 4 hours ago, Vernon Merrill said:

    I do love myself some Herradura, fresh lime and soda water....  great summer drink!

     

    Don't forget the rich dark raw agave nectar

  4. Barbancourt usually drinks Rhum Barbancourt from his estates in Haiti

    p1010006.jpg

     

    1862-rhum-punch.jpg

     

    Hot weather is causing me to chug lots of margaritas, though.  I usually make my margaritas with nice smoky mezcal, but this week I splurged on some Herradura

     

    • Like 6
  5. 7 hours ago, Lars Kjaer said:

    Economy:

    Thx to reinforcementzones and capital zones there is atm no way to win or lose a war through financial warfare. If a small nation is being attacked by a larger it has no effective option but to lose its ports in a war of attrition. It cannot harm a larger one by harraguing the enemys traders to the point where the enemy is forced to come to terms. Trading effects RvR, crafting effects RvR, this should come as no surprise and smaller nations needs an effective way to counter enemy battlefleets.

    So in other words you want large or aggressive nations to be able to crush smaller nations out of existance by camping their capital waters, like we had last year before the reinforcement zones, causing may players to quit because they couldn't even sail in front of their own "capital".  I don't see how you think a small nation is going to "harrass" a large nation in its core territory - the exact opposite is going to happen. 

    • Like 1
  6. 6 hours ago, Lars Kjaer said:

    Nations:

    Remove the cartoon nations. The playerbase isn't that large and having the historically correct nations in the carribean is what I would consider the maximum of nations, it is in terms of realism also the minimum imo.

    Why remove choices?  IMO we could use at least a couple more nations to fill out the map.  They are available for people who want them, and those who don't want them have other choices.  A problem with "nations" in the game is that they have no central authority to rule them, and if you force too many players into too few nations you get even more bickering between personalities/clans that don't get along.  And, they aren't "cartoon nations".  Some people are tickled by an exersize in alternate history.  This isn't even remotely a simulation of actual history. 

  7. 16 minutes ago, Hethwill the Harmless said:

     

    How a mechanic that brings a stranger to escort you is better than asking a buddy to escort ? Ain't nobody got time that shizzzzz.... right ?

     

    The OP proposed payment from the Admiralty in marks or something, which would work for anyone in your nation.  I'm just saying there's also a limit to what you can ask from your clannies.  But sufficient rewards would really have to come from the Admiralty to make it worthwhile to escort anything except the most valuable war resources (WO, Cartagena, Gritty Dick, etc). 

     

    • Like 1
  8. On 8/21/2018 at 12:41 PM, Hethwill the Harmless said:

    That's where a "clan", "community", "band of brothers", comes in. Not "strangers".

    They will escort you, they will rear guard you, they will fight so you get out.

    I'd never burden my clan mates with hours of AFK sailing by having them follow my trade/transport ships around. (or waiting around for them on either end either)  Aint nobody got time for that shizzzz. 

     

    • Like 2
  9. 9 hours ago, ZuLu oNe5432 said:

    I hope same here we will see... the Wipes was the biggest Problem of all Problems they have lose many stuff and many time thats why they stop playing ... but its normal in a early acces game we will see after the coming patch...o7

    If they left because of the Great Wipe of 2017 (a fresh beginning) then they probably weren't too excited about the game to begin with.  I thought the first couple of weeks after the Great Wipe was a lot of fun. 

    • Like 1
  10. 3 hours ago, ZenTex said:

    @ the devs, why? why change something that was working fine but must be a chore now??

    It might be annoying, but look at it this way.  Fighting the AI is like shooting fish in a barrel since they always do the same thing.  You might as well be given the opportunity to learn something about positioning and manouvering from the experience. 

  11.  

      It's indeed tricky to learn how to loot the AI.  If you can't bully the AI then they tend to die upwind of you, making it hard to get back to them.  Then you have to get there in time, be very close, and yet slow down enough to allow looting.  Then you have to keep panning your view to get the right alignment with the center of the dead ship that shows the looting "X".  I only manage it about half the time.

  12. 5 minutes ago, Licinio Chiavari said:

    Negative. Hercules is considered a fast prey for Requins: no Determined Defender, already a good crew edge (let's say 3:2 - more than sufficient to overcome a not prepared nor geared crew).

    I'm not talking about either of those ships in particular.  (I don't have them)  I'm just talking about how players often do not using boarding mods/knowledge in general.

  13. 12 minutes ago, Licinio Chiavari said:

    Get a couple of books for it.

    Ask some suggestions.

    Use boarding.

    Get better at it.

    Isnt the same way for any combat technique in this game?

    The point is that boarding is the final stage of a loss, not a goal.  If they're boarding you they've already got the advantage and are finishing you - either having more crew to begin with, stacked with mods, or having graped your crew down.  So...a lot of people won't put on boarding mods/knowledge because they don't want to get to that point.  They don't want to put on mods/knowledge they'll only use in the process of losing, when they can put on ones they hope will keep them out of that situation. 

  14. 12 hours ago, King of Crowns said:

    you fell for the oldest trick in the book...……. the "this is my last ship" trick..... ships are dirt cheap and money grows in ports. for example. 2.8mil for a first rate. 2.8mil = 4missions  or one trade run. but I would wager that yall were fighting in 4th/5th rates which are worth less than 1 mil. never show mercy to a rear admiral. if they have been playing the game long enough to reach max rank and still haven't figured out the economy is broken as crap then your doing them a favor by sinking their last ship. you will force them to rethink how they are playing the game...which needs to happen. because they are doing it wrong.

    Nice ships aren't dirt cheap, their mods are even more expensive, and money grows from hours of sailing transporting useless junk from A to B or from hours of PVE battles that are boring because the AI always fights the same way and always dies upwind of you.  Hours that go into a ship that's lost in a few minutes.

     

    • Like 3
  15. 1 hour ago, Sir Texas Sir said:

    As a clan leader now add into that every time I have to telport to CT or the port we have our warehouse in and give out mods, repairs, cannons and mats if there isn't another officer in the same port.    Specially since not every one logs in and is ready at the same time.  I also have to be in that port to add  any Mats or gold to the warehouse.

    Fine if @admin wants to charge a fee lets get it into game soon (he said it's all ready in game just not turned on) and lets test it so we don't have the issue with Crew cost where it was way to high when they introduced it to use (we told them this in Test along with the WASA being to OP and they didn't listen to us along with other things they had to change from test).

     

    Seriously, are you suggesting that they're contemplating charging an annoyance fee just to teleport to our outposts?!  😡

  16. Unfortunately the amount of $ people want to charge traders to provide hired "escorts" to merchants is usually more than the profit from the goods they can haul.  Time is the most expensive commodity of all, and most of the stuff traders are moving is fantasy commodities rather than something useful.  Any acceptable level of payment would have to come from the fictional "nation", out of thin air PVE style.  Otherwise the best player-to-player system for trader "escort" reward is just returning the favor, or in some cases providing crafted goods. 

     

    Giving PVP marks for an activity that usually doesn't involve PVP might also be controversial.

  17. 13 minutes ago, McKillen said:

    Boarding ships are simple to make, the most expensive part for me is the speed mods/the ship itself.

    If you're just going to throw away dozens of ships on boarding experiments the ship shop seems to me to be the way to go?  Costs roughly an hour of PVE per ship, wastes no precious resources.

    speed mods == fir frame?  :D  maybe cotton sails?  I have about 100 of those.  :D 

     

×
×
  • Create New...