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Posts posted by Bubba Smith
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10 hours ago, admin said:
Minimal crew checks are only done in port. In battle you can sail it with 10 (if you lost half crew during boarding but still want to continue). Port authorities do not allow you to sail out under crewed. But do not control your crew distribution at sea. This also solves several problems with alts.
I may be way out on this but; what about the option of sending the ship back to port on it's own as before. This can be done in the post battle screen that way you won't have to sink or let it go (less sea clutter ;o). Minimal crew can be assigned of about 8-10% sailors for the imaginary voyage back to port.
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2 hours ago, Norfolk nChance said:
I tried ages ago to work out speed backwards with additional cannons. Will dig out some old numbers...
Do we still calculate Gun Crew in calculations?
So minimum is 168 crew less 240 gives you 72 to man all your guns.
Hi Norfolk long time no sea.
;o)
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I liked it then and love it now, a truimph of era sail ships!
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Always a person trying to create a cause, although be it a lost one. People have a right to an opinion I wish they would take the time to look into something rather than firing off comments like this. This game is a triumph for those whom like sailing ship combat (and understand it) for those who prefer Lego Man or arcade games don't comment on a forum meant for constructive help.
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Firstly GREAT idea!
What about a general simplification of the guns qualities:
1) General Use (medium guns) guns could be seperated into two quality levels such as basic and fine / grey and blue.
2) Long guns could be also be seperated into to two quality levels / again grey (basic) and blue (fine).
3) Carronades - same thing basic and fine level qualities. Fine getting a 30% increase in overall destructive value.
Cost and destructive factors will apply as will pricing; fine guns could cost 50%-75% more whereas basic will be more affordable. All guns can be craftable but I think it's a good idea to make fine guns more difficult to make or purchase requiring special materials. For example fine guns would have - penetration +25%, trajectories -15% arc, destructive force +15% overall and other factors can be programmed into the fine quality canon ball. I just realized where behind the ball came from ;o)
The two tier system could be applied to all guns except class one and two which I think should be fine anyway at that level. Destructive values would apply to all fine guns.
I don't like the explosive fire-ball idea as fires will end a ships life far to fast and deter from any kind of positive experience for the players. Plus the use of fire balls in that era often resulted in the ship using them starting fire first.
What do you think? Comments?
Here is an example of a high end canon you could use.
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10 hours ago, Ink said:
Still in process
Thanks, I'll keep reporting these issues if you want.
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I reported similar problems via F11 as well. Ships, xp, gold, crew disappearing PB etc.
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It's back with the latest update.
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6 hours ago, admin said:
We have advocated on complete removal of fast travel between towns. There is a potential compromise.
We can instead disable the TP to and from Freetowns. Players will still be able to build outposts in free towns - but will not be able to teleport there. Only national/allied ports will provide this service to players.
Negative: This will hurt some pvp players who jump back and forth (but they still will be hurt by complete removal of fast travel).
Positives: a lot less gank in the backyards of your national waters. More people in the OW, and some fast travel options will still remain within nationally owned ports. This will also make holding certain regions more important to keep outposts in the enemy waters.
what do you think?
Yep, good idea! As you mentioned that will create more OW traffic between Free Towns and target ports for shipments. I like it.
What about openning up deliveries between national/regional ports? That could replace Free Town deliveries too. I would say deliveries between national ports is in line with historic accounts of trade during that period.
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8 hours ago, admin said:
Hello Captains.
To avoid future ship wipes before the release we have to delay the patch for 1-2 weeks. We want to get one more ship change in before the wipe.
(There might be some money and resource resets in case new loopholes are found).
Thanks for the heads-up. I trust everything is going well.
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Do pirates smoke pot?
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I would have to agree that teleporting and having a ship delivered added a wider exploration element to the game. Taking out the teleport function will restrict the flow of exploration to the outer edges of an incredibly beautiful crafted and wonderful map! I know the video explains that teleporting is not realistic (with references to Captain Kirk) BUT consider the player aspect of; land, resource, materials and ship management in ports far from the initial start point. Having each character sailing for well in access of an hour just to get there is NOT game/discovery material but rather passive point-your-ship-and-go-have-lunch-while-you-wiggle-the-mouse just before the server kicks you off for inactivity. Keep the fun in discovery, diversification and allow teleporting with restrictions.
There is more attraction to interest, playability and rewarding discovery then / historical accuracy. You can have one or the other but not both.
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I can see you've been working hard.
Will present craft level transfer to the new system like ranks (I realize via the steam account) or will it be reset as well? If not question answered; if so - will the new additional crafting abilities and items apply?
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PvE ships
Shallow water trader only - Trader Snow
Deep water trader - Indiaman
Capturing other traders - Bellona w/ fleet Rattler chasing them down
Battle - Victory.
PvP - L'Ocean, Vic or a Santi.
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Nice looking ships. The Diligente looks like it may rival the Niagara.
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Form a quick peruse it looks like really good. Of course the true test will be in the performance.
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On 3/31/2017 at 0:16 PM, admin said:
Here is a short update on ship crafting and crafting XP
There will be no more dropped rare blueprints.
Crafting XP will only be granted for crafting shipsShips BP will be split into two groups
1) Available - most ships that unlock based on rank (not based on grind)
2) Admiralty or other organizations - blueprints available for marks (pve/pvp/conquest) or loyalty points (or that organization level)
Certain high level ships will require admiralty items for construction (available from admiralties for marks) for every ship built.
As a result. All ships (except for developer gift ships or potentially 2-3 premium vessels) will be available to all players with clear way to receive them based on their effort (and not luck).Not that I want special treatment but can I PLEASE have two or three special admiralty ship bps? ;O) This sounds wonderful again I can hard wait until this materializes.
Bubba/Buba Smith
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She is, after all, a beautiful old gal. ;o)
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This is a long shot but, will we get credit for previous builds?
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I would say take the easiest route. If that requires a complete wipe so you can start with a fresh slate then do it. We can catchup later with xp, ships, ports, etc. Of course rank (and hopefully craft level) will remain.
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This sounds like a great idea Icanhardlywait.
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The hull looks like Swiss Cheese. Nicely done and congrats on your capture.
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I have a GTX 1080 and get between 90-120 fps, how much more does one need?
Sealed Bottles Pt.2
in Current Feature Improvement Suggestions
Posted
The sealed bottle content is slightly irrelevant but the wipe will cure it.