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Tindahbawx

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  1. I hate this also with a passion, mostly because the port list doesnt seem to be any particular order that I can discern, nor can you apply any form of sorting to it. Hell even alphabetical by port name would help a lot. I know that the ports are clumped together in their geographical areas (mostly...sort of) but there doesnt seem to be any sense applied to how those geographical areas are sorted! It gets maddening when you have a large amount of ports.
  2. Also the same with American Light Cruisers, playing a game from 1890 onwards, only seen 7" up available as main armament.
  3. Well the area in game does contain the Bermuda Triangle... 👽👻
  4. I left about a year and a half ago (July 2016) because I simply didn't have the time to play it, then when I did log in the clan was requesting that everyone turned up to port battles, etc, then you'd spend 40 minutes getting to where you were needed only to not be able to get into the PB (either it was full or it had already begun, or whatever reason). So you'd sit about and screen for them, usually against a larger force. I just burnt out on that so quickly, stopped playing. I'm back now, but theres no way I'm getting involved in a clan that tries to micromanage its members again, nor do I think I'll bother with much of that port battle lark, its just too downright time consuming for the fun you get out of it. The benefits of being in a larger clan in terms of access to ship builders and all were great, sure, but I'm not convinced that it was for me. Anyway, I'm pirate and I've a whole load of redeemables sitting on my account, so I reckon I'll just re-learn the game first, then just focus on OW PvP, see how I get on. Pirates sure dont seem to be doing as well on the OW map these days, that's for sure. Theres a whole bunch of new mechanics I'm trying to get my head around.
  5. Whoops, I posted a seperate thread for more or less the same thing, here the OP post i done for that thread: --- Give me your thoughts and opinions on this, Labor Hours as a tradeble, marketable, resource. Currently, as I'm sure you're aware we already see a lot of people in chat saying "WTB: XXX Labor Hours for XXk", and I'm pretty sure most people in a clan are well aware of the need to devote some of your labor hours to your crafters building the 3rd Rate+ ships, given how labor intensive large carriages, etc are. Essentially labor hours are already treated as a resource by everyone in the game anyway, and certainly one of the more useful ones. given that a "Labor hour" is only really representing 1 hours work by some fellas in a workshop or down a mine, or felling some trees, to me it doesn't really make any sense that they are tired to your character in their current form. Its not like your character has this workforce that only obeys his contracts is it? Realistically, what it represents is you hiring out some guys to do some set work for you. So, why don't we just make labor hours a resource you can trade directly on the market itself? To start with you could have everyone keep their current labor hour regeneration, but have an option to turn what you have into Labor hour units that you can just place directly on the market for others to buy, trade and use. Alternatively, if one of your high level crafters needs to use some of your hours, you could just hand them off to him directly, and he can go and get on with whatever he needs to be doing. Further down the line of course you could add new buildings into the game, "Workshops" who's only function is to generate labor hours, that you can then sell on (hire out) to other players. Thoughts and opinions? ---
  6. Give me your thoughts and opinions on this, Labor Hours as a tradeble, marketable, resource. Currently, as I'm sure you're aware we already see a lot of people in chat saying "WTB: XXX Labor Hours for XXk", and I'm pretty sure most people in a clan are well aware of the need to devote some of your labor hours to your crafters building the 3rd Rate+ ships, given how labor intensive large carriages, etc are. Essentially labor hours are already treated as a resource by everyone in the game anyway, and certainly one of the more useful ones. given that a "Labor hour" is only really representing 1 hours work by some fellas in a workshop or down a mine, or felling some trees, to me it doesn't really make any sense that they are tired to your character in their current form. Its not like your character has this workforce that only obeys his contracts is it? Realistically, what it represents is you hiring out some guys to do some set work for you. So, why don't we just make labor hours a resource you can trade directly on the market itself? To start with you could have everyone keep their current labor hour regeneration, but have an option to turn what you have into Labor hour units that you can just place directly on the market for others to buy, trade and use. Alternatively, if one of your high level crafters needs to use some of your hours, you could just hand them off to him directly, and he can go and get on with whatever he needs to be doing. Further down the line of course you could add new buildings into the game, "Workshops" who's only function is to generate labor hours, that you can then sell on (hire out) to other players. Thoughts and opinions?
  7. Before you agree to anything Spain, have a look at Jamaica when you log on today and think whether or not British power is what it once was.
  8. Hull of ship is just another weapon.
  9. 3/5 Upgrade Slot Exceptional +Speed +Crew Niagara is an absolute dream if you want a dedicated trader capping ship.
  10. That's even worse! Buying something you chuck out after one use just because you cannot be bothered to wash a bowl for a few seconds after you use it? Madness.
  11. Agreed, even though fire-bombing an enemy line is hilarious.
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