Jump to content
Game-Labs Forum

Fuzzyhead12

Ensign
  • Posts

    300
  • Joined

  • Last visited

Everything posted by Fuzzyhead12

  1. sombody cant read... using historicly things, as argument are simply not solid, it always end up in a history lesson but never in a balanced game
  2. Historicly... Not every captain was able to get a SOL, US navy was lacking of a useful number (5 till 1820)of SOLs, Pyrates were runing shoners and briggs, Historicly we dont have a TIC TAC TOE game for deciding a Boarding engagement, Historicly Ships have Acclreation based turning, Historicly History was written by the winner. I hope you see the problem with an argument about Historicly stuff Think about it as Game, and as a Gamemechanic, making SOLs a more rare view is inportand for the later game economie and PBs or Regional contesting, you should not be able to dish out SOLs like the US navy dished a Cleveland cruiser after another (i think there were 60 Cleveland cruisers made during the war) Loosing a SOL should hurt, economical AND in military strenght, so giving the troopstrenght of a nation a Tatic value instead of having a throwawayship. in the current game, nobody is crying then he looses his powerful 1strate, but at the sametime less experienced player are to afraid to take em out because a evil pyrate comes up and sternrake it to oblivion (oh acclerate based turning niom nom nom) AND THIS SHOULD CHANGE. Limiting a ships per player is a way, but that would give bigger nations a higher advantage to others, an diffrent aspect is to limit them by nation, also you need prove that you are a captain that would be able to use it first before get one, But dont ask me how you should do that, maybe depending on some statistics,scoreboard or such. Another way is limiting BR per PB. If you have lets say 7000 max BR to fill then you cant put only 1strates in it well you might but you would be outnumbered by 3rdrates, You can have 3 times more Ingermanlands then 1strates in a battel with that Br limit. a BR limit would mix up the whole PB and gives also frigatecaptains the opertunity to be in a PB and wreck a bigger ship.
  3. modified Ships should have drawbacks to, like upgun oyur gundeck, but disarm your weatherdeck, or upgun your weatherdeck and your roll will incrase alot. If the upgunned ship is heavier then your draft is bigger so oyu get slowed down, and your turningrate would slow down. Also there were severel tactic in the piracy time Firing a ship into submission and hterefor make it surrender without Boarding. This is my most used tactic, and it works pretty well since we have officers that can die i shot a Bucentaure into submission, and she or he surrenderd. Slowing the ship down to board, i dont like boarding the current systeme is boring, but with the new systeme comming i wonder how nice it will be.
  4. modified ship loads?, bigger guns, or internal boarding modifier, higher crew capacity. wasnt to hard for me, i would trade the ability of building SOLs for a modified 5thrate at anytime
  5. iam a pyrate, and just got paid for 500k gold to anoy jamaika for the next 5 days i dont see any way to be exploited, if oyu have the money you should be able to buy asmany pyrate as you want, also want pyrate should see who he is fighting for, and who is his enemy if he takes that contract, well everyone is an enemy for a pyrate.
  6. thats not completly correct, since there are tactics to break the line formations and single ships out reducing the effectiveness of the lineship team, of corse in a symetric lineship battels a frig is very fast dusted. however with the future changes it might be possible, hell it will be a freaking hard fight.
  7. Maximum speed it determined by Friction and the Force that moves the object,since SOLs have huge sails and a fairly steamlined hull it is possible to achive 12knts yea especially the bellona amazes me with its 180° speedturn
  8. i for one dont like bans or kicks, what i want to see is, disable their teleport and send their poor ass deep into the Debug area
  9. yo ho fidely, iam pyrate and do the buck i want +1 for taking the risk and scam Nationals in their own nationhub and another +1 for makeing the run without being sunk
  10. Changes for the next few patches Ive seen some nice statements from mods for upcomming things that will have Major inpact on Combat or Trade -Accleration based Turning, it will inpact all ship, however will inpact ships with higher mass more then light ships, and will change the turnrate of vessels alot. The higher the mass of an object the more time it need to acclerate, accleration is needed to change the movement state of any object. -major Boarding changes, after digging threw some pages of forum i found a statement of a new Boarding systeme, instead of a rock paper scissor game, we will see a more coplex syteme, maybe in a new instance, with actuel Units, that might be able to barricade and sots, however its not stated if its RTS, or first/3rd Person stuff - Return of the social perk, yes it will come back at one point however i dont know what changes it will have -Wipes, yes there is a possible wipe for your gold and ship, akaingame asset, however your XP will be untouched -possible incomming map wipe -Incomming change of Habour resources, resources will e there where they have been in RL at that time everything will affect shipbuilding, and will make it harder to obtain 1st rates BUT the most important patch that will counter the powercreep, is the Accleration based turning, this will affect SOLs far stronger then any other ship. also Powercreep is just a temporar thing for any NA player, since you dont want to waste you nice firstrate on open sea, so you buy a trinc and still get your ass handed by a suprise XD another problem of your suggestion is simply the Strategic value of having a port in reach and transfering a flag to anotherport and the possebility of intercepting the flagcarrier will be simply lost if you make the portbattel lobbywise, while iam a lazy person who would gladly join a battel like that. well im a Pyrate and only use my SOLs for port defend, otherwise they are pretty much useless, especialy with the Crewlost and prize of to refill crew. i favor a bit lighter ships
  11. Every ship has a Purpose NPCs are currently a punchingbag for everone, their only purpose is being an EXP pinjata they dont have any task no real value in the game. That should change. For my suggestion ill refer to the X-series, a very advantage space simulater game that was about, trade, build,think and fight, that game was made for single player and has simileries to current navel action, gameplaywise since naval action is also a trade build think and fight title. How does that have anything todo with NPCs? Well in the X series, atleast since X3 every ship in the universe had a purpose, a cargohold and value of its own. the NPCs were tracked through the whole X universe they were trading and fighting through the universe and the results , then affected player and factions alike, especialy the Trading was always affect by all the NPC traders, they tried to buy at best price and sell at best price to the certain station that needed that resource to produce a certain weapon or byproduct, after they sold their cargohold they searched for a new opertunity. And if they got shot into debris then they fell out of the roaster and that cargohold changed the owner or got lost. However there was a problem in that systeme for the PC of the player, there was no hardcap for the amount of ships, means the factions were still dishing out ship after ship, that then again got tracked, ending in extreme framedrops at longer playtimes. the starting amount of ships was about 10k NPC ships, while after severel weeks you might ended up with 40k ships. it would be nice if the Devs would be able to add a certain mechanic for NA but first some things might change. -Nation hubs can substain themself, this must go, the systeme would have no place if you can buy and sell on the same island -a change of how NPCs will be generate is required, to not end into an otherwhelming number of ships, give it a sever wide hardcap, let NPC ships being produced by Regional and National capitals -Change on how ships get rendered in OW is required, atm i have the feeling that Ships randomly get "spawned" around the player then sail to a certain port and then disapear again -Compensation for lower playerbased Nations is required, i think give these nations more NPC ships then the others should be a good solution of corse not a perfect one. -refilling ships after certain time, since i aim for a hardcap there must be a mechanic that refills the shiplist if it gets depleated due raiding -player owned trading fleets, these fleets should have a seperated Crewpool that can be only hired via port, maybe add a perk that traders can create a certain amount of tradefleets these can be equipped like normal fleets with a crewcap equal to the playersrank. Something along 1 le gross ventre + 2 ceberus as escort -player generated missions, Escort/patrol Trading route, Intercept/sabotage these route, Buy and Sell orders -OW AI behavior need a change, ships might need to try to escape or evade attacking ships.While Task forces might be aggresive towards players and other Taskforces How does that change the gameplay? changes like these would give the idea of national Conquest a higher value, it courage PVE and PVP at the same level, to hurt the oposing faction via intercepting Traderoutes, or Protect these routes. It also forces players out of their nation hubs into bit more dangerous waters, i see alot of people just missionfarming around their nationhub, with that time they could actually do something meaningful, adding their time to the war effort. It also changes the importance of the popolation of the Reginal playerbase since a weak Faction gets buffed with aditional NPC ships. It also simply add more life and imersion to the game itself. Additonel: We could add treasure fleets that brining money from one town to the other to reduce or ad to the money inflation of a town i hope i got all my ideas covered. Keep you manners and discuss like Gents with monocles and tophat
  12. that are going to be given to the whole playerbase at some point
  13. the basis gamemechanic, said Cannonweight is in the game, diffrent canonloadout affects you draught and therefor oyur maxspeed, the idea i think is quite good, since if oyu drop your guns, you throw 10-30k into the water while trying to escape
  14. Logbook of Cpt. Fuzzyhead the Bearded, Pirate, ships: Bitching Betty, Mastercrafted Ingermanland, staionared in US territory Rapid Dash, Exceptional Cheburion Frigate Stationated in the golf of mexico Chocolate Honeymoon, Exceptional st.Pavel, roaming the sverige territory around Pannama 24.05 -Beufort, fighting a frigate captain ZuSo in a frigate and a Suprise whos captain is unknown, enemy withdrawt of the battel with heavy damage -Between Beufort and Charlestown,Another atemp of ZuSo to attack me, now tih a Frigate together with an Essex comanded by Tiagro, and a sol, bellona comanded by Royal Bismarck, ZuSo lost Bowsprit and escaped, Tiagros Essex sunk, were able to escape Royals Bismarck´s bellona -Beufort,Got attacked by a bellona, comanded by capt van hapieru and a rattlesnake commanded by Cpt Bartas, damaged the SOL and the rattlesnake, needed to escape to savannah the outlook saw a pavel near savanna, i might need to leave the area, might pissed off to much mericans today, moving to sunbary Repairs and resuply 25.05 After an transit to tumbado a few pirates starting to attack tulum, me of corse was part of the party, however after the battel I got intercepted in my frigate, against 2 connies and a renomme, after a hour of trading shots i did admit deafeat (needed todo private stuff) 26.5 Ive traded a pavel for a squad powdermonkeys, ill call her "Chocolate Honeymoon" later: Encountered a Combat group of 2 3rd rates and a super frigate comanded by the captins Mos, Badmike and Arnulf, we were trading cannonballs for almost an hour with no clear winner chosen, we decided to finish this battel someday later due the fact it got fairly late. Awesome guys btw
  15. i had now severel reference by pointer bluescreen after i closed NA, directly after entering a port. I have all actuel important drivers on my rig also here my rig Win 10 cpu: intel core i7 2600 3,4ghz quadcore 2 x ddr3 4GB 665mhz (8GB) graphics : AMD Radeon HD 7550 (intern memory 2GB maximum memory 4GB) Mainbord is from foxcom i hope this will help the devs to fix this, Reference by Pointer is a error that can have alot of issues, but since it only accured on NA then i enter a port and directly leave the game i think NA causes that problem because the Ram canot be emptyied so fast as i leave the game therefor creates a Reference by pointer error. oh and before user laugh their ass off about my rig, i have 22 fps on OW and 40fps on medium settings, only the water physics would slow it down.
  16. here comes the mass, and shape of the hull (flat, kite round), the friction resistance in the turn, so yes you can "overturn" to a bit, however with mauel sails you would be able to counter that since you have keel on oyur ship that reduces the overtunr effect, or maybe neutralises it, as op said the hull under the waterline acts like a shovel while the rudder is just a trigger to make the ship roll in its axis, so most of the turning is made by the shape of the hull and not the rudder. As soon the rudder is on 0 position the ship rolls back and the keel will neutrelise or work against the overturning What you need to understand is, everytime i try to get a object into a diffrent state of movement i need to acclerate it, if i try to turn a moving object i need to acclerate it, if i out it back in a linal movement i need to acclerate it, these forces are actual simple math and can be easily calculated, by the current engine, For the game you dont even need certain parameters to create realistic turns, cause then you still put the used parameters on all ships and they would still have diffrent relistic turnrates
  17. Ramming is balanced atm, its not so strong that a single ram will sink you, both ramming and the rammed ship getting water, Bigger ships have a higher dispose rate of water (more crew) means if oyu ram a bigger ship you will have longer water in oyur belly, makes you slower can lead the rammed ship to escape, also ramming ship often loose their bowsprit, of corse if oyu get rammed by 3 ships, then you either bucked up alot by getting into a really bad wind or they hada very good positioning.
  18. i would like to see a faster rolling fire, but that firing like she bears, would add to much variation in it, since it needs some kind of helping and autoadjustment after the firing comand, this is exploitable by "modders" seen in WOT (autoaim/autolead mod) aswell opens the queastion how to compensate this mode, will gunner less accurate, do we need an officer, how does crewlost work on this mode, how odes cannonlost work on this, what is with rolling and waves your sugestion will open up some question, and these must be adressed. I dont like the atetude of the "its new we wont take it" group, its a forum so we shall discuss, and not speak past each other.
  19. The suprise, is the HMS rose as far as i know, and oyu cna fully crew her as Master Comander (for brits)
  20. Leaks machen den gegne auch langsamer, und können dazu führen das, das gundeck nicht mer voll einsatzfähig ist.
  21. es gibt genug leute die PVP nicht gewohnt, und die spielmechanick nicht so gut kennen. hab heute 1 essex 2 connies und eine Bellona mit wasserlinien treffern versenkt , die Conie hat halt nen schwachen unterwasser schutz, und wenn man dafür sorgt das der wind sie umpusted is sie in einer salve versenkt, bei der Bellona muss man recnt nah ran, und bug oder heck innerhalb der schwarzen rumpfarbe treffen die braucht dann 1-2 salven mehr aber es ist machbar, jedoch funktioniert das halt nur bei leuten die sich nicht mit der spielmechanik nicht so auskennen. Anderen progamern wird man damit ordentlich in die falle gehen
  22. i was a big fan of "World of Pirates" back then i was younger, it might have been a 2d game but some gamemechanics would work for Navel Action aswell. Like the mechanic that you wera ble to store ships whereever you want, instead of just allow to Store then in outpost. However the restriction that would be needed is that you need to sail said ship to a habour and store it there, you cant teleport there, cant send a ship there via tradehunting. Also you need to pay a Docking fee, depending on shipsize. Also that option should be aviable for only Nation habours, and not for free or neutral ports. But to keep track for the ships you store we need a kind of Logbook, it should be accesable on sea aswell in ports.
×
×
  • Create New...