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CaptVonGunn

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Everything posted by CaptVonGunn

  1. Huh? I get the Gun and mast thing but disagree about thickness and HP.. Thickness is silly.. it should just be HP and MUCH higher combined with less accurate guns. if your at full sail not a lot of men would be out and about.. all you would have is the ones adjusting and tweaking as the Sailing master required.. The biggest use of men in sailing is the changing of sail states... when you need men on the stays and lines every where.. Full sail should be BAD in combat.. very bad.. It should make mast damage more of a worry and should have a chance of fire from deck guns firing... If you get a Fire from incoming fire there needs to be a increased chance of the sails catching at full sail vs Battle,. If your on Fire and in Fire shock the Morale of an Attacking ship trying to board you should be Awful.At the same time if you have fire ship skill and fittings on a ship you should only be allowed to have a minimum crew..(like 10% f max....) Because Fire-ships were not supposed to maneuver in combat. Saying that the entire "Survival Mode is silly" What do you think the odds are that in a fight the damage control crew are going to listen to an order to Not Put out the fire or Not plug the holes in the ship? I disagree with 90% of the crew to repairs. Maybe 30% for each type(you should be able to do both but the cool down needs to be a bit longer if you can).. the increased damage shouldn't happen unless you are repairing sail and get chained. Guys below deck plugging holes and nailing planks wouldn't be any more likely to get hurt from gun fire then gun crews would.. Now you have Hull repair going and a open stern and get raked:) that is different as those guys are not taking cover unless you hit Brace. Mast should never be repaired fully ever best you should get is a spar as a mast with a small sail on it. Ships did not carry spare masts I think you are being overly generous with 50% on the Rum
  2. I wonder how hard/easy it would be to just have them based on how many enter in a group? ie.. 1 guys enters he gets 2-3 ships... 2 enter 4-6 ect.....
  3. If your going to add new sounds how about something useful.... Like the sound of beating drums for Clear for action when you get tagged.. SO when you across the room grabbing something or looking at a the map longer then you realized you know you have been tagged. Plus it would just be cool>)
  4. Yeah because the big letters on the main port age that say PERKS are so well hidden:)
  5. Or you use the Parking option and place one for sale on the market for a price your ok with and come back and get it later
  6. I think the OPs issue is the guys that are not actually trying to win in the Small ships.. just staying at range and tagging to be asreholes. Then I have issues with the forcing someone into combat from distance... Ie... if you cant be within reasonable gun range when Battle starts you really shouldn't be able to have forced a battle to begin with. But then I think all battles should start with Ball loaded in all guns.. You would have cleared for action during the chase.... prepared Perk should just let to change loads before battle starts... But that is me and everyone has a different view
  7. UNtill we get a Ransom function in the Battle instance Pirates are not pirates... I suggested this before... Someone gets caught by a Pirate.. they can over to ransom their ship and cargo.. If excepted in the BI the pirate gets the gold or cargo offered.. as SOON as the transfer is complete they both are dropped into OW.. No one that was in the BI can engage the other for 60 min... 2nd thing is a Pirate Loot Leader board... It would list the in game gold value off all Ransom collected and all ships and cargo captured.. Capturing Ships would gain small PvP award... Sinking Warships would gain PvP sinking Cargo ships would NOT. Pirates were about Gold and sinking cargo ships means one less ship to ransom again next month
  8. Something needs to be done... it is complete BS that you can chase someone in Battle or fight them for a while shoot them up.. then they Surrender and you get no PvP Marks even if you sink them... Needs to be a timer on this or a damage inflicted before surrender that kicks in so it s still PvP if you go ahead and sink the sips
  9. unless they changed it ..it has 1 draw back... team mates can attack you freely....
  10. Sure increase it... But when your at Full sail and run into a ship that reduces your speed by more then 50% in basically an instant... You should expect to lose some or all of your Masts.... They are still under the full strain of all that wind.. and the masts and where they attach to the keel are NOT designed for those kind of sudden stresses. Same thing should happen in battle if you run aground
  11. Neither..... You shouldn't even Know someone has a smuggler flag set... I mean it is so stupid.. Sailing into Any port with a flag flying that tells the world your a smuggler. WHo would do that?
  12. that would be cool. But only if a hit to the deck can cause a chain reaction:)
  13. Insanely inaccurate.. I believe they were only used in firing at fixed land positions not moving targets. Plus the chance of them starting a fir of the firing ship and exploding would be about the same as anything they hit
  14. Just was thinking.. given that we have to use Perk slots and Points for each Ship in our fleet... If the fleet ships have skill boxes unlocked.. They should be able to use the same skills the Commander of the fleet has.. in ascending order since the Perks work on all the ships. ie.... If you have a Frigate with 5 boxes as main ship and 2 Indiaman. with all 3 boxes.. You would place Say Art of Ship Handling, Marines and Gunnery Ency in the first 3 slots of the Frigate so the Indiamen had them also.. Just an idea...
  15. The fire ship mechanic is beyond broken.... If you have Fire ship mods or skill you should only be allowed to have Minimal crew and no guns... Why? Because in a battle if the Captain ordered the ship lit on fire and the crew to sail as close as then could to the enemy so they could all die in the explosion.. he would be swimming seconds later. Fire ships were a special use thing and for disrupting/damaging fleets in harbor not an attack plan in a fleet battle
  16. Ships don't have armor.. They have Wooden sides... The Center bar is ALL the various superstructure inside(Ribs, keel ect)... Double Ball actually has less penetration then standard(or should) since it is using 2 cannon balls with basically same gunpowder load.... Double shot – Two round shot or other projectiles loaded in one gun and fired at the same time. Double-shotting lowered the effective range and accuracy of the gun, but could be devastating within pistol shot range—that is, when ships drew close enough for a pistol shot to reach between the two ships. To avoid bursting the gun, reduced powder charges were used. Guns sometimes were double-shotted with canister or grape on top of ball, or even triple-shotted with very small powder charges which still were enough to cause horrible wounds at close range Our double shot is still effective in this game out to about 250 yards.... It is far more effective then it should be.. Double Charge is about right increasing pen at all ranges allowing normal damage at ranges it would normally bounce. Really wish we could do teh DOuble Ball and Grape for stern rakes:)
  17. So many things in the Port Battles are wrong.. Lets start with the wind... IN an Actual Attack on a Port the attackers wouldn't even move in until they had the wind in their Favor.. That is the advantage an attacker NORMALLY gets.. they get to pick when and where. Not in NA.. the enemy gets a 22 hour or more warning... and then has not only the advantage of starting in port(which they should under their own guns) .. but a 50/50 chance of a Wind advantage. Add in that they get one of the 3 capture the Flag points basically free as it is their spawn point. The BR thing was a nice start to fixing the other issues... But I still think it would have been better to Have the Fleets broken into actually Squadrons and DIvisions.. SO the Major ports you get 4 1st Rates (fleet command and 3 Squadrons...) Each Squadron also would have 1 2nd each and 4 3rds... 2 5ths.... that would be 4 1st, 3 2nds, 12 3rds and 6 5ths... a actual realistic fleet.. Siilair system for the Mid range and small fleets using 4th rates and command ships in the middile range and Niagras(as they are kind of 5.5s:) for command ships in the shallows
  18. Increase chance of setting your OWN sails on fire if your firing deck guns at Full sail:),.. Fires should also effect sails which they currently do not as fire as I can tell
  19. Yes but IT would be awesome if you could actually be sneaky.
  20. USS Constitution LO/WO fully loaded for War Patrol.. Hit speeds up to 13 knots with ONLY Copper Plating Try that in game:)
  21. What? It would be so much more immersive if you didn't know as soon as you saw a sail what nation and clan and captain it was. Hell even what ship type until closer... IN combat you shouldn't know the exact level of damage to someone or the exact number of crew they have.. There is no way from a distance you could know if a ship is fully crewed or at 1/2 crew... Not until combat starts and even then you could trick people by NOT firing as fast as you reload.. You should Never know a captains name until you have faced him in that type of ship before... Until a ship shows it colors you shouldn't know what nation it is... same for Clan.... Damage is the worst.. knowing the exact % of damage a ship has taken is just lame..
  22. please no.. we already get to much information in open world and in battle for free on players and ships
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