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Wesreidau

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Wesreidau last won the day on November 7 2016

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About Wesreidau

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    Former Software Tester and Project Reality Developer

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  1. No, it changes things. Provisions require iron, planks and tar in addition to food. The question is free fish meat versus sugar when we talk about provisions and rum. However, the price of rum is iron, planks, tar, and sugar. The price of food supplies themselves are just fish meat and salt, both of which are "free" from open-world sailing and can be farmed from certain ports. It is also interesting to think food supply ports may become valuable as a source of crew replenishment. As we start moving and losing 10,000 crew members in lineship port battles, there could be some strategic valu
  2. Food supplies are presently a rather low-utility commodity, while rum is very important for players both for in-combat and out-of-combat crew repairs through the surgeon. As players can literally fish for food supplies, time spent in the open world and a little crafting can alleviate crew replacement costs by using food supplies to replace crew at sea. The player pulls into a harbor to convert their fish meat and salt into food, sets out, has a string of battles, and then uses up the stored food supplies to maintain his crew levels after the fight is over. Since rum is used as the co
  3. Always been for paying off a pirate, including an item called "gentleman's agreement" which prevents the two players from participating in combat against one another for an hour or so.
  4. TP to nearest friendly port remains the solution to these problems and its removal is foolish. They had fixed battlescreen camping and then proceeded to bring it back with the same pitiful "invisibility" gimmick that failed us a year ago. 1. When the battle is over, start a five minute timer but continue to sail the ships. 2. Ships can conduct repairs, board and loot, and do whatever during those five minutes. Players can get a beer. 3. At the end of that five minute timer, captains are teleported to a friendly port. Players can go to dinner. 4. At any time before five minu
  5. So there's a widespread spirit of broad and sweeping changes to the game. Will ship to ship musketry be included in these changes?
  6. Small battles. Missions caused a lot of harm at various phases when the gold payout was astronomical. It also gets players in a grinding mindset by rewarding solo PvE play just outside Kingston Harbor. I also expect leveling up in this game will be a lot slower on release, and look forward to it.
  7. Problem; why fight for a second port that produces a crucial resource when ten or ten billion labor hours spent at that port produce a resource at precisely the same rate per hour. Solution; diminishing returns. Each resource has a multiplier tracked for how many labor hours (and perhaps also the gold cost) are required to produce the resource recipe. The multiplier is displayed in the crafting menu, and warned as a little blurb in the general port view. IE, "The sugar fields are normal." and the multiplier is "1.0" in the crafting menu. Any given resource at a
  8. Each resource has a multiplier tracked for how many labor hours (and perhaps also the gold cost) are required to produce the resource recipe. The multiplier is displayed in the crafting menu, and warned as a little blurb in the general port view. IE, "The sugar fields are normal." and the multiplier is "1.0" in the crafting menu. Any given resource at a port could keep track of how many labor hours were invested into it that week, with another figure to track how much "capacity" the port has. Example: Sugar, normal, 9,000 / 10,000. Multiplier 1.0 So 9,000 out of 10,000
  9. Some further reflection. First off, people in the PvE community are voicing a lot of concern about both being stuck in a PvE zone and not having the full Carribean, and PvPers are also concerned that PvP players will use the PvE zone as one big shipyard to fuel their war efforts, and lose interest in actually capturing resource-producing ports in more dangerous waters. These two reasons are why I'm against the PvE zone. Secondly, I see little to no argument against a neutral faction operating out of free ports and attacking various fleets and AI's and contraband-smugglers. Nobody se
  10. 1-3 seem untenable. 4 is the only option that makes sense, so we'll see plenty of spies offer to escort a merchant out of PvE territory and only lead them into an ambush they conveniently run from.
  11. I would like to harness the power of modern American political memes to solve this problem. American Trump supporters: US faction American Trump opposition: Spanish faction Florida will be awash in blood.
  12. I'm just going to reiterate that a neutral-to-all faction for the PvE players and traders will have... 1. Net economic benefits for all factions thanks to cross-factional trade by a neutral party. 2. No interference in our port battles by keeping all regions in play. 3. Not create unassailable bases for friends or enemies off the Spanish capital. 4. Avoid high-sec / low-sec and no-tagging area rule shenanigans and confusion. 5. Keep the full map open for both PvP and PvE play.
  13. I am simultaneously concerned how this might distort the Spanish war machine with unassailable supply lines.
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