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Enraged Ewok

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Posts posted by Enraged Ewok

  1. That brings me to another idea. Most of you have used the bed argument. If that is the truth, there could be a COOLDOWN at using this "function". The players who have just 1-3 hours to play at evening should logout in the evening, but the players who use this system to escape from a dangerous situation every time shouldn't.

     

    Lets say: Cooldown 24 Hours

    The players cant use the logout thing more than 1 times a day

     

    That should be enough for the "i wanna go to bed"-guys, and that is a stop to exploit this function

     

    Except that this ignores every other scenario where life intervenes, not to mention encourages even more group sailing/ganking and discourages solo play. Why on earth should I sail my rattlesnake alone hunting traders when there's a very good chance at least 3-4 ships will be waiting for me outside the battle because the trader I hit hash-tagged pirates@PR on his olde tweeter and updated his facebroadsheet status? I don't have a scout to see outside the battle if the coast is clear, but thanks to the trader's instant messaging the revenge fleet knows exactly where I am, exactly how many people hit the trader (me), and thanks to time compression are camping outside the battle that, if time was uncompressed in OW, would have ended the day before they reached the area.

     

     

    Regarding the suggestions of going to infinite timers but forcing the spawn at the original location of the battle and not near the combatants, this is already how battles with positional reinforcements in the green zone works. This did not stop a 10 person pirate fleet from catching and wrecking the Ingermanland that was tagged by a Renomee 10 minutes before in the green zone, and this 10 person fleet consisted of everything from Surprises to Pavels, all sailing upwind to reach the Inger and Renomee. From my experience with this, we'd be back to square one where unless you gib someone with leaks, any smart player can easily slow you down enough for the revenge fleet to catch you despite there being nobody else in visual range when you entered battle. 

     

     

    Another thing I'd like to point out: most battles take place near capitals or free ports. This is because most players congregate in those areas, and people who want PVP are  forced to go there to actually find traders to hit or warships to fight. The 5 minute and longer timers people are looking back on with rose-colored glasses, existed when any teleport incurred  a 4 hour cooldown. There is now no cooldown for teleports. If I was to tag a lone frigate near a freeport, in 5 minutes I could easily have 10 people in the battle instance trying to sink me because there is no cooldown to go between outposts. And this doesn't even begin to get into the use of bait ships tagging or being tagged near ports to drag someone in, where the rest of the fleet then undocks to complete the gank.

     

    EDIT: Remove double quote

    • Like 5
  2. Cargo adds mass. Mass adds draft. Draft adds drag and friction. The characteristics of heal and perhaps sail area aloft may improve under load for ships designed to haul cargo. But they don't become racing boats. Indiamen didn't hang in pace with lighter load Clipper ships. The clippers had to increase sail area, slim down beam and carry lighter loads to be fast.

    The speed of two silimiar ship design the one under the heavier load and draft will be slower. Meaning, once the Topsail Cargo Lynx has loaded more weight than the guns+Crew of the Privateer Lynx it should become the slower of the two boats. Further the heavier mass moving in direction A will not shift to moving in direction B without an increased amount of force than the lighter mass making the same vector shift. This heavier mass will also require more force exerted on it to match the acceleration curve of a lighter mass making the same vector and speed changes. Meaning, a heavier cargo Lynx would not swing it's mass across the wind as fast as a lighter Privateer Lynx. But in NA cargo has no mass in the performance curves.

     

    Speaking from how things work in reality, what he is getting at is that added weight does not necessarily equal less speed. Speed comes from sail area, wind angle, and hull form. Purpose built sea-going merchant ships tended to be tubbier than warships (hull form), but both would carry enough ballast in addition to cargo or stores to put them at their loaded draft.

     

    If a topsail schooner was being used as a cargo hauler (and they were popular as coasters in North America) and built identically to one being used as a privateer, the difference in loaded weight would be negligible to the ship's performance at sea. The merchant would be carrying goods, stores for a relatively short sail up or down the coast, plus any necessary ballast in the hold. The privateer-fitted topsail schooner would be carrying guns, provisions for a much longer time at sea to maximize chances of finding and capturing enemy merchants, with the necessary ballast to put it at the proper draft to keep it seaworthy.

     

    The reason for the difficulty using the privateer/lynx for their intended purpose in game primarily comes from the gamier bit of the simulation, which requires a cannon hit to keep the opponent in battle. In reality, a topsail schooner would have far more time to exercise its speed at any angle other than straight downwind to close with its prey. To help it out, I'm all for giving it an invisible "chaser". Call it a swivel gun and give it half the range of a normal gun, since after all the Lynx did carry swivel guns in addition to her broadside armament. Hopefully any future schooner additions would have a single forward 6-12pd chaser (this was a common thing in American navy schooners during the War of 1812).

    • Like 2
  3. Quite odd, think I never saw it happen although I knew it could.

     

    Wonder if the devs might have a crew morale trigger already in place for all the combat action ( not only boarding ) and with cumulative effects  :) that would be awesome.

     

    Pretty sure they do. When you grape down the crew of an enemy ship (especially AI) before boarding for example, you'll notice a lot of the time they have less than 100 morale. I've seen it as low as the mid-80s before boarding. 

  4. They get the ship and its cargo for thier win is what they get.

    I do agree its annoying when people surrender after fighting till the waves are iver the top of ship then rob us of the win BUT surrender should be an option.

    The devs need to come up with a real surrender option and reward/penalties. I suggested the winner gets to ranson/capture and force to work/or kill a % of surrender crew to make it more real and also encourages peolle to not fight till they are sunk then surrender. People didnt like that idea but havent offered better.

    The devs should come up with something.

     

    Personally, I think the punishment for surrender is fine as is. You already need to replace any crew you lost before you surrendered, and you also lose the dura and any cargo you were carrying. Not to mention there's no historical basis (except for pirates) of ransoming the surviving crew, putting them to the sword, or having them join the pirate crew. If surrender suddenly becomes as expensive, if not more so than sinking, then sinking and fireshipping will go back to being the preferrable and cheaper option. Hell, people may do it anyways just to try and kill your crew as well as deny you the refill from their own crew.

  5. Not to mention the historical aspect of it. If someone felt outmatched and wanted to be left alive I reckon they'd have chosen to strike their sails and surrendered early rather than getting hammered by cannonballs, pulled in grapple hooks, charged by a boarding crew and then gone "Hey guys, now we surrender, okay?".

     

    Historically, successful boarding actions were essentially over when the defending crew was driven below decks. At that point, the most the defenders can do is have grenades dropped on them through the hatches and the entire ship burned down around them if they still refuse to give up. Crew did not fight until every last man aboard ship was dead. It was seen as a useless waste of life by all of the navies of the time, and surrender was an honorable way out to preserve the lives of the remaining crew (which the captain holds ultimate responsibility). Being unable to surrender during the boarding action and being forced to fight until crew/morale hits 0 is what is ahistorical.

  6. What if the unarmed trade ship is built with extra crew and gold homocks and marines and boarding partys? Guess hes not allowed to force ships to slowdown and be boarded ?

     

    I have to disagree with this scenario simply because of how broken boarding is to begin with when mastercraft/exceptional marines are involved. That that's even a viable setup is absurd, and yes I have seen it done. The only reason it succeeded was because the captain doing it had a bigger ship and friends (who initiated the combat to begin with) to slow me down to the point that I couldn't outrun him. With no guns you're going to have a hell of a time forcing any half competent captain into the wind before he can escape.

  7. Why does this source indicated a Spanish and British vessel collaborating to take a French frigate during the Seven Years War?

     

    Juno and Scarborough take Echo. Am I reading this wrong?

     

    I think it's a mistake on threedecks. I can find references to a British 32-gun frigate named Juno (different from the 26 gun spanish 6th rate, but both armed with 12pders) which participated in the capture of the Echo of of Luisberg during the siege.

  8. if devs were more forthcoming with how shit like this works, all this confusion could have been spared!

    so we don;t even now what min crew is for each lvl?

     

    Or the players could be observant and test, in order to notice things like what Boris, AKD, and myself mentioned. Also, free crew for your level is smack dab in the middle of the port screen. Nothing "hidden" about it.

  9. https://postimg.org/image/61vi5mprb/

     

    https://postimg.org/image/h2twpva87/

     

    Above are 2 screenshots 1 before I sold the ship and 1 after, as you can see this action restores me to full crew.

     

    I tried this last night and can confirm it works as Boris said. I sold an old 1 dura Surprise that I had capped several weeks ago to the AI. Total crew (on ship plus available) was 796 out of a maximum pool of 1100. After selling it, my total crew was 1036 out of 1100. I think this may be a bug unless there's more rules to it other than "sell a ship to the AI and recoup the entire crew complement of the ship."

  10. what i was getting at with the times is showing how big the map is.

     

    Which is why I'm wondering what the relevance is. The map is only as big as you make it. Basing yourself in Bermuda and sailing to the Bahamas or the Florida coast for your PVP is the height of sillyness. With the "hotzones" under discussion in the admin's newer port battle thread (I think it was the suggestions forum) you can see where most of the players have been fighting and make one trip to locate yourself and several ships there from wherever you were before. Make that trip, and then you have 15-20 minutes sailing before you find a fight on the OW for the foreseeable future. The "sail from  one end of the map to another for a few days, then relocate across the map again" is a pain in the arse that the player imposes upon himself, not something the game forces on them.

  11. I will say this. to sail from lorimers to kidds harbour takes about an hour in the FASTEST ships and that isnt even half of the map as far as distance covered. and from kidds harbour to the east coast is about the same as well as from kidds harbour to summerset is also about an hour. from mort to canalete is almost an hour and a half. now currently when you buy a port flag you have 60 minutes to plant it at that port. not everyone would be able to make it in time. those times ive mentioned are with NO BATTLES OR BEING CHASED just going straight there.

     

    Now how big is the map now with those real life time spent just sailing to those ports from a specific port. so from summerset to tulum is going to be like at least 2 and a half hours of real time just sailing there with no battles in between that includes going around islands not everyone has that time to just sit here and sail even going afk people have jobs, people go to school people have lives. im one of the few who has the actual time to sail all that without getting up to leave the house. i dont think forcing everyone to have to sail prized ships back to a port and we do need more outposts we can place the current amount is not enough.

     

    Im a pvp player and i got ports in places all over and i sailed allt he way there when i wasnt hunting other nations players or doing port battles. this is going to bring down new players and they will be telling their friends to not get the game which will hurt the population to the point of you devs wondering what happened when us players are the main feedback because i'll admit i do wait with other pirates outside of a battle because a fellow clan member or pirate is in trouble and we chase him down as soon as that enemy player pops out that aint going to change with the having players sail their prizes back to any port nearby they would be pulled into battle as soon as the option pops up. Its called ambushing and every player in this game knows that is going to happen especially if they are attack pirates. and they are going to lose both ships because the ambusher will have the numbers and both ships will be too undercrewed to be effective to run.

     

    this is going to make people leave not all but many.

     

    I'm not sure what you're trying to get at here. With the new fleet and crew system, you only need to sail once to set up an outpost (AI fleet with the ships you want to move, or buy the ships you want at said outpost). Once you have your outpost, you do your hunting near that outpost. Sailing from Bermuda to Tulum is absolute nonsense and in no way relevant to how people actually play the game.

  12. yes yes common sense, though its impossible now to stay above 3.5 knots with 5 ships firing chain at you. and no, having boarding mods is not how this game started off, that's the meta change, where you are forced to have boarding mods on to be competitive, to play that *****ing mini game. do you have something to actually contribute to this discussion or copy pasting a guide the jist of it. The bigger question im trying to bring up here is, do the devs ever imagine having naval action in their naval action, because its missing that, and being bypassed with boarding which takes little skill in comparison to the rest of the game at large.

     

    If 5 ships are firing chain at you, then you have messed up hard somewhere before the situation you describe and you have little or no chance of escaping whether they board you or not. In a 1v1 situation, what stops you from chaining the would-be boarder and graping his stern while if you're in a smaller ship? A Trincomalee or Constitution can't do much when a Frigate or even a rattlesnake is playing the stern rake game correctly.

  13. You in a Trader + 2 Npcs make huge difference vs 2 players. Imagine you are with x2 Cerberus Escort vs Rattle and Surprise. I think it will be fun battle and might even make Traders stay and fight instead run all the time  :). If properly balanced and rewarded we are talking endless fun. 

     

    This is what I don't get. We used to have AI reinforcements. I never encountered a trader that stayed in battle to fight with the reinforcements unless I forced him to via tag. I realize this is pre Indiaman and Gros Ventre, but I would only expect an Indiaman to possibly fight since he can't escape most warships. The Gros Ventre outsails damn near everything. At the end of the day, the trader is either going to escape as soon as he can, or be captured by his attacker assuming a good tag (unless the Indiaman can't get away and actually prepared by putting on boarding mods, rudder upgrades, etc). The only thing the AI means is that a player who does get the good tag and caps the trader is going to either lose a dura on his ship or lose the cargo and capture while running, or if he can take on the AI it turns in to a timesink having to kill them while the player's revenge fleet gathers. 

     

     

    Hasn't the possibility of NPC fleeting using a ship you provide and your own hired crew been raised by the devs?

     

     

    Yes, I was under the impression that that is in the works, and any fleet ships you have are crewed from your crew pool.

    • Like 3
  14. Well, you want a unsecure Trade Hub? Why would anyone besides you who only wants to attack Traders (the only Thing why this would make sense) use this ... Trader will be attacked when they bring their Goods to it and when the Buyer bring it away ... honestly this is so stupid i have no idea why i write something about it ...

     

    You are on a PVP server yes? You have friends who sail combat ships yes? 1 + 1 = 2. Pay your friends in materials, discounts, PVP, whatever their asking price is to escort your ship into and out of the freeport. They get PVP, you get into port safely and can go about your crafting. Its a win-win.

    • Like 1
  15. It's this that worries me the most. AI fleets were BAAAAD. SUPER BAAAAD!

     

    They were in the past, to the point where I stopped using them because they sank me (by ram) more often than appreciably helped against other AI when I was learning the game. I'm hoping that if AI fleets are back however, that it comes with a collision avoidance update to leave a hefty "safe" distance between each other and allied players on the fleet AI's part. I'm also concerned about the impact to single-ship combats in OW along with privateering and commerce raiding, but I'd like to test first before making my mind up on whether it's desirable for gameplay.

  16. Assuming we can form AI fleets and crew as many ships as we are willing to dilute our total crew, I don't see a reason why sailing the ships to the outpost is bad from a gameplay perspective. You make one trip with the ships you want to move to the new outpost, and done. In addition, the lack of teleporting ships from the battle end screen would open new markets for crafters. Currently, almost all crafting is done in the capital, with the biggest notable exception that I've seen being freeports on the Florida coast (seriously, who in their right mind stays any longer in Charleston than they have to?). Crafters can move from the capital to freeports around the map and begin plying their trade with new markets and less competition. With no teleporting of ships, I'd definitely pay a bit more to buy a ship in Tumbado than spend the time sailing it there from Mortimer. That requires the traders and crafters to leave the nest first though.

  17. Regarding chasers, I would prefer to keep this historical if at all possible. Many ships have bridle ports (Essex, Belle Poule for example) that give a gun a a line of fire 30-45* from the bow. Other ships (looking primarily at the Trincomalee, Rattlesnake, and I think the Constitution as the biggest offenders) have bridle ports or angled weather deck ports that would give that same line of fire off the bow as the Essex and Belle Poule, yet have chasers and can fire directly forward. The only ships that should be able to fire directly forward are those with chaser setups like the Frigate, 3rd/Bellona, Victory, etc.

    • Like 2
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