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Captain

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Everything posted by Captain

  1. You know, i completely missed that. If this mechanic will give people a strong incentive to surrender rather than fight until sunk, I completely support it 100% and have no criticism. Can anyone confirm that surrendering will always save the crew on 1 dura ships?
  2. If crew is something like a gold sink, where you can spend gold to get better crew, or even just an additional repair cost called 'hire more crew,' then that is fine. The game could use more gold sinks. I've given some more thought to the OP. If the idea is to create a cooldown on sailing a first rate again if your first rate is sunk, I guess that's OK. I don't know why it is an issue though, first rates are already very expensive and are not expendable for anyone in the game. So it fixes a problem that as far as I know does not exist. I don't like the way it interacts with the dura mechanic, it doesn't make sense to me. If the aim of the crew system is to make the game more historically realistic... ships did not have 'duras' in real life. An honest question: In terms of crew: why should sinking in a one-dura ship, such as a ship captured from an enemy player, be penalized very severely, while sinking in a two, three, four, or five dura ship not be penalized at all? Your ship sinking is your ship sinking. One-dura ships already incur a serious penalty - you lose any upgrades you have slotted in them if you sink. Why have a double-penalty? If sinking is going to incur crew penalty, I don't understand why it should only apply when you sink with 1 dura. If the aim is to make losing first-rates more punishing than it already is, or to create a timed lockout on being able to sail a first-rate again if you sink in one, perhaps an alternative could be used which wouldnt have the same serious effect on people sailing 1-dura captured prizes, or other 1-dura ships. Maybe if you sink in a first rate, you're put on court martial for a period of time. They did court martial people who lose ships under their command in order to investigate and record the circumstances.
  3. I may have missed something in the OP that addressed it, if so I'm sorry. I think any mechanic where you 'run out of crew for the day' and have to wait until the next day to sail your ship again is obnoxious and absolutely bad.
  4. Yeah this is the biggest problem with their UI. And many times the limits are nonsensical. Like for example, making precious metal ingots and coins, the slider goes up to 16, but they are needed in multiples of 15 to make notes. It's a time sink of pushing buttons and waiting for confirmations to appear then pushing more buttons. It's not the end of the world, but its
  5. Ya, the attack fail due to BR thing seems to be kind of wonky, sometimes it works, sometimes enemy can tag one ship out of a big armada, sometimes a few. I would prefer there was no BR restriction at all, I'd also prefer the join timer on battles was longer. Both are gamey mechanics that people will game.
  6. No, the end of the era of disposable third rates/disposable ships is a good thing not a bad thing.
  7. What they need to do is completely overhaul the results/battle ended mechanics, that's the real poison for pvp.
  8. Good polls. You can already teleport ships to outposts, instantaneously, so there's really no objection to be made. Just replace the time sink cap-swap-teleport mechanic with money and a transport period and we're golden IMO
  9. also if your ship sank in real life you could die for real but this is a game
  10. well, this would make them less overpriced wouldn't it? Instead of having to spend 8 or even 12 notes gambling on Speed, you'd just spend 5 and be done with it.
  11. I dont know if it would work, but it would be nice if you could pick speed/stiffness when you made a ship by adding one more crafting note. Like a drop down would have [random] which was +0 notes and [speed] or [stiffness], which added +1 notes to the build. Would be cool!
  12. I literally <3 <3 <3 everything about this post <3 <3 <3
  13. Yeah that's got nothing to do with it. The bug is, you make a new toon on another server, your labor gets reset to 0.
  14. I don't know how it would work, but it seems plausible that they could do a merge after the port reset, since the factions on all the servers would all own exactly the same ports. Maybe you'd have to delete one or your toons or the other, I dunno. Anyway I live in hope!
  15. I think demotion of one level would be appropriate for nation switching pvp2 does have an epidemic and its metagamey and bad. So deleting a character causes you to go down one rank and start at 0 xp into it. For ex. You are a flag cap, you switch nations by delete/reroll, now you're a post cap with 50k to go to flag. If people wanted to start over they could delete their char over and over again and get back down to lv1. I don't know what the reasons are in peoples minds but i have heard a couple people say they wish they could reset their progress.
  16. the new level requirements are a REALLY good idea in my opinion, it really adds a new layer to crafting especially the highest level ships. it was a surprise to see the gold notes at lv35, and in my view a very good surprise
  17. Will be used to it after a day or two i'm sure, not the end of the world!
  18. The patch reversed the order of the Buy | Sell columns in the UI. I feel Buy should come before Sell, it is more intuitive. In english we always say "buy/sell" not "sell/buy." What do you think?
  19. Because banning people is the worst thing for the game, since the game needs people. Same reason we don't execute people for speeding in real life, etc
  20. With games still in development its still being developed and you have to be patient.
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