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Tindahbawx

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Posts posted by Tindahbawx

  1. 15 hours ago, UnleashtheKraken said:

     Especially destroyers, I actually have trouble sometimes, finding the right port. 

    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.

     

    • Like 2
  2. 5 hours ago, admiralsnackbar said:

    Those of you commenting on the light cruiser with the resizer, re-download that resources file and replace the one you have currently. I the version I uploaded will hopefully fix the issues. 

    The issue with france's 2 inch secondaries > 4 inch ones I have not addressed yet. 

    Sorted it for me, cheers!

  3. On 8/13/2023 at 12:06 AM, SevDarastrix said:

    Second this with the german light cruisers. Makes recreating WW1 classes like Magdeburg rather difficult, when they had main armaments of 4.1in and 5.9in

    Also the same with American Light Cruisers, playing a game from 1890 onwards, only seen 7" up available as main armament.

  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.

    • Like 1
  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?

    • Like 1
  7.  

    All the server must know. That's not a game...... Nobody must opposes us......... British will play alone or else with people that do as they want...... If you think this is a war game, your'e mistaked....... In a wargame people want that someone opposite him to play........ British not.... british want to play alone......
     
    Muahahahahahaha........... Your faction is a joke...... A british giving lessons................. MUAHAHAHAHAHAHAHAHAHAHA
     
    Please, say some joke about the spanish arrogance.............. Muahahahahahahahaha

     

     

    Poster of the year.

  8. You can only allow space for scammers and con artists if there is a way for recourse to be sought by the victims. IRL if somebody scams you there are options beyond 'suck it up'. You can go to the police, go to the courts, or go around with some very large mates and have a friendly word with the scammers kneecaps. None of these are options in this game, scamming is risk free. Even more so now that the devs have enabled people to simply scam away, hand their stuff to a mate and delete/rename their character with no loss even of xp.

     

    Ironically enough pirates are the only ones with currently in game means to make a scammers life hell, they can just attack him relentlessly.

  9.  

     

    JUST STOP.

     

    This is idiocy of the highest order. Keep that paranoia to national forums please.

     

    If the best argument you can come up with is "OMG u in rival nation!", there is really no valid reason to post it.

     

    But that's not what I'm saying at all. I'm pointing out that, at this point in time it would be highly advantageous for SLRN to have this change put through given that your clan does indeed have an extensive crafting base, well established from prior to the wipe, and that your nation would benefit quite significantly from this change, as opposed to your enemies.

     

    There's quite a lot of bias in your suggestion is what I'm saying, I'm sure your clan has had many conversations about losing their crafted Pavels, Bellonas, etc, to zerg rushing Pirate PB ships, a lot of which do indeed come from 3rd Rate NPC captures.

     

    thats why I take your suggestion with a pinch of salt, I'm not entirely sure its for the benefit of the game and not just for improving your own nations position.

    • Like 1
  10. Nationals who scam should be moved to the Pirate faction, otherwise how would any of the people they have wronged get their satisfaction? They cannot shoot them, given that green-on-green combat is forbidden.

     

    Why should you not be able to shoot someone who has slighted you and taken your wallet?

     

    Given that victims currently have no option for recourse if they are a National player, and scammed by another national of their faction, for now, perhaps scamming amongst nationals should be expressly forbidden?

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