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Skippy

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Posts posted by Skippy

  1. Id like to see better big storms: 

    Waves: In the storm it would have bigger waves that bring your ship high if you are on them, and hide your view when you are at the bottom hollow of them. These wave could also push your ship a bit in the direction of the wave if you not moving enough (only during the time the wave go through you).
     

    Gust: There is no gust wind in the game... it should be in storms at least.  A gust is when the wind pick up higher than the normal wind strengh for a short amount of time.  So, during storm id like to see gust wind that push your ship slowly in a direction when it happen, then the gust stop... then comeback etc. 

     

    :P

     

     

  2. What about they make the new alliance and war vote system no vailable for pirate. Instead, Pirates would be at war with all other nation all the time. That would make sense because they are pirates after all.  And with this, you limit their towns by having only a few town spreaded on the map that are uncapable (impossible to invade by the nationals).  More over, no conquest possible for the pirates, but instead a systeme of raids to plunder national town to get ressources etc. and Finally keeping the freetown available for them.  You could also include a new system of temporary hiden outpost that pirates clans could build.

  3. That new voting system for war and alliance gave me an idea for the pirates. Why not having the pirates always at war with everyone all the time... no alliance, no peace.  Like that you can keep the pirates able to conquer ports, no big changes in them... but as the only nation always at war with everybody, that would make them harder and more pirates like.  I think that could be great :)

  4. but why did they use the worse gun configuration they found for the St-Pavel? The Dev shouldd fix the pavel because, atm I dont like the pavel.. his first deck have 6 pounders gun, for a SOL its lame and useless.  Ledinis's link show a different and way better config for the Pavel in 1794. The pavel with a weather deck full of 18pds would be a blast :D

     

     

    Armament

    1794:
    Lower Gun Deck 24 Russian 36-Pounder
    Upper Gun Deck 26 Russian 24-Pounder

    Quarterdeck/Forecastle 24 Russian 18-Pounder

     

     

    1798:

    Lower Gun Deck 24 Russian 36-Pounder
    Upper Gun Deck 26 Russian 24-Pounder

    Quarterdeck/Forecastle 24 Russian 6-Pounder

  5. You could also implement skills. And by that I mean default skills that are level 1 for everythings, then level up with your use of the skills.  The skills would be like: Commanding Frigate class ships, Utilisation of 18pds canons, use of a specific equipment.... so someone using a lot the frigate classe would get smalls bonus over time and be more efficients with that classe of ship. You could get faster, more agile, more armor... depending of your choice.. and that would be only small bonus that if cumulated could be very interesting.. until a limit of such X rank of skill for each one. So every kind of ships , guns, equipment could have skills you can unlock by using it and you choose between different characteristics like agility, damage... i dont go in detail, its just a rough idea to be explore.

     

     

    We should have a bigger amount of choices when crafting ships... strenght, planking, type of wood etc, is pretty good...but Id like to see some more like max speed, max agility...

  6. I am very pleased to see the diplomacy mechanic now being considered. However, I don't see from the Admin original post in this thread how this process is sustainable. A small number of early game adopters from release (probably clan related) will significantly capitalise on the ports being natural and easy to take. They will accumulate land quickly. Furthermore Clans will become significantly more powerful and lock out players from this diplomatic mechanic because they could secure parliament and potentially a 'ruler' again as described in the OP.

     

    There must be a counter mechanic that allows new player in time to take a more involved diplomatic position, not just lock in a major clan because they managed to amass Land early on.

     

    I would therefore propose the accumulation of 'influence' through the similar way as was described for land. Crafting Exceptional Ships could also count towards influence. The key difference is influence

        - diminishes naturally over time.

        - Can be spent to buy a seat in parliament (for a set term!)

        - Seats in parliament could be perhaps bid for using influence

        - Money can buy influence

        - Players who quit the game for extended periods loose influence

        - Influence could be used to buy port governships.

        - Influence 'could' be spent to buy / switch nationality.

     

    A clan could then for perhaps one term' take over a parliament by out spending influence in one huge hit - but they are likely not able to do so continually.

     

    This approach seems to be a much more re-playable overall diplomatic mechanic then the locked in accumulation of land that never gets depleted. It also prevents continuous domination of ports by individuals. 

    Oh I really like this one.  This is great and very clever.  I like that. :)

     

    And yes I agree, this would prevent continuous domination and exploits if well integrated.  I like the fact that you need to keep activity to not loose your influence points. And I also like that you need spending your influence points to get something, making the advantages temporary.

     

    +10

    • Like 1
  7. I get where this is coming from, but no one wants to have their gameplay controlled. For example If I were spain, and were forced to move to Columbia for pvp because the game decided I am to attack the french empire, I personally would get very frustrated by this.

     

    Remember, whilst monarchies were rules by an individual, most of them (excluding france) had to answer to a parliament. Thus a House or Lords structure the devs have presented.

    but this can also be controlled by the mecanic.. the dev are not stupid.. they would make the game create scenario where some nation fight more teach other than others.  Or the system could be controlled by the Dev too.  And with the PB that not gonna have flag and have forts for defense, a distant war could be great too to try, just not as often than proximité ones.

  8. I believe that a game mecanic controlled diplomacy should be better.  It would make things fair and equal for all players and prevent abuse of an elitist system.  That could be great to have the manned by the game itself... having wars and peace coming from time to time etc.  The clans are not nation and we are only captn of ships in the carrabean.... the nations in Europe where taking the decision, from kings, gouvernment, etc.. not us. I think that would be better that way.

     

    If you really want to go with a vote system, someone in another topic brought that idea, could be worth trying it. But my preference go for a diplomatie controled by the game.
     

    Pirates; everyone gets a vote

     USA; clan leaders vote

     Monarchies; Devs control. Research inbreeding.

     France; player with highest xp is dictator. Historically accurate tendency to ally with USA. Only clan leaders will respect this basement dweller.

    • Like 1
  9. I think this is a really bad idea. the crews are ok right now and work just fine. We have nice crew management.  Now by wanted to make agressive new changes like that and also wanting to limit us too much wont do any good. Peopel like using their SOL, i think this is the best stuff that game of to offer :P  Lets not forget this is a game and a sandbox.  Anyway the way they already have only 1 dura, i dont see why you want to limit them even more. They cost a lot, limited dura, need lot of ressources. I think this is good enough like that and you should not implement a crew replinish feature.

  10. I would ditch this entire political voting idea. We don't need it to have wars and treaties in this game. You will break clan cohesion.

     

    Use port loyalty as described here and let the map play out by itself. The less activity by players, the more the map will move back to its original state. Let us work to keep the map into the state we want to see, preventing the influence of other nations or working with others to prevent one of them getting too big.

     

    Give players political power through achievements in game like you described and spend that political power to convince ports to change its stance towards your nation, get benefits from Europe (like perhaps a 1st rate ship), get married into society to get access to some awesome trade deals, donate it to a wardeclaration or truce someone in the nation proposed, etc, etc.

     

    In essence, don't make it too complicated, let the game have us work to maintain our achievements, keep the thought it is a sandbox and try not to have a playerbase pushed into a war/treaty/playstyle they do not want.

    And I agree with you even more.  Your idea is, in my opinion, the best.  It would create a link between pve, pvp etc. Also it would force the players to work to maintain what they got, so its very interesting, even pve people have they things in there. Mission become important, not only used to grind, so you see yourself make a difference in the national war by influencing the moral of some towns, this is really good.  A target a nation would want would need several players from that nation to operated around that town, that would be great :)  I would really prefer the game use a system like you described in your topic linked.

    • Like 3
  11. I really like this so far.

     

    To fix time zone issue for PB. What about PB that would last like 12hrs or 24h?? With this the announcement of 1 or 2 days prior to it and during war like you propose.  I think that could be great. and peopel during the day of the battle join when they can and points earned are calculated and at the end victor is declared. With this, max ships per side higher than 25.

     

     

    To make some shallow ships more used, you could maybe make deep water PB have 1 zone of shallow and 2 zones of deep for some ports, some others would be only 3 deep. Mabe this is not good, but maybe that could be good.

  12. I like the concept however I am concerned that this proposal will deny the vast majority of the players a vote in national politics.  The game is quickly evolving to the point where port battles are becoming the playground of 25 1st rates vs 25 1st rates.  I realize there are shallow water ports but many nations are not geographically located near these ports.  Port Battles and PvP are two critical components of the game, but Player ranking, Production buildings, Shipyards, Crafting levels are also important components.

     

    Therefore I propose a plan that rewards people for their involvement regardless of what aspect they play.  I call it the  10 vote plan.

     

    1. One vote for everyone regardless

    2. .1 vote for each level of Ship Captain ranking (up to 1 point)

    3. .02 votes for each Crafting level (up to 1 point)

    4. .15 votes for each production building  plus .25 vote for level 3 Shipyard (up to 1 point)

    5. 1 vote for max crafting

    6. 1 vote for max Captain level (up to 1 point)

    6. 2 votes for the Port battle land system as suggested

    7. 2 votes for the PvP system as suggested

     

    Implementing a solution like this allows all play styles to be represented within the national diplomatic policy.  Using the mechanic, a proposal is made and everyone in the nation votes.  Majority rules or some other fair way of evaluating the votes determines whether or not the proposal is passed.

     

    A second change that I am suggesting along with the above system is something that will expand the Port Battle participation beyond where we are heading with the current system.  If we do not change this than again only those Captains in 1st rates would be eligible for the port battle points above.

     

    Therefore, I propose we utilize the current Ship Rating and put a cap on the Ship rating available for a Port Battle.  For example,

     

    Under current rules the maximum ship rating for a port battle would be 22,500 (25 1st rates at 900 points each).

     

    In the future, lower the level to something less, let's say for argument sake 18,000 but leave the total number of ships at 25.  This means the opposing teams have to make a decision.  Do I take 20 1st rates into the fight or do I take a few lesser level ships and bring 25 total into the fight.  In reality there were very few, if any, fights of 25 1st rates vs 25 1st rates without lesser ships.  By promoting the variety of ship types you 1) incorporate new strategies into the fight, but almost more importantly, 2) open the fight for lesser ranked players.

     

    Implementing this system with the 10 vote system above allows the greatest flexibility for all players of various levels to be involved in National politics.  Putting the national politics in the hands of a few people will drive players away from the game so fast it would make your head spin (even faster than an NPC trader in a fight).  For the future of the game, please tread carefully and do not alienate the vast majority of the players for the vocal few on the forums.

     

    I like your proposal and I totally agree with you. I would prefer a system similar to the one you propose. It would be more fair, allowing everyone to participate and be represented in the national diplomatie.

    I dont like the idea of lands and landlords at all.

    • Like 4
  13. Leave chasers untouched, and take off the taging system to something using distance and time.

    Not sure about the wind idea...As someone mentioned earlier, each ship has different wind angles and their strengths and weaknesses... so I believe its good and combat is just fine.  You should put your effort where its more needed.. like the diplomacy, port battles, conquest pirates, side occupation etc.

     

    Limiting some ships because winds is strong or weak dont seem a good idea to me... traveling on OW with a ship that become too slow suddenly will make me fedup of this rapidly.  You have a good system right now, you shoulkd not touch this for now.

     

    More ship slots should be done since a long time. It should be twice than it is right now, or make an option to pay for each additional slot, until a max of.....  If you bring the wind strenght change, you MUST add ships slots, because we will need al kind of ships in our port is really not enough.  For people crafting the limit as it is like now is also a burden.

     

    Anyway, I think that idea is a bit too much and won't increase the players fun.

  14. i would see the 1.5 timer gone.  But people should not be allow to join any battle for a good time if they undock or go out of a battle. And protection when going outside a battle should be set higher timer.  Then i would instead make a safe zone of protected towns for each nations (like in EVE they have the empire territories). Like that soem people can pve, pvp outside, conquest, gank.  Make attack circle 3 time bigger and a 15 second timer to join it.  Merge all server into 1 super server with many different node server to support it with good tech to keep everyone a good ping (like Eve again) etc. Make map bigger (down brezil and up to Saint-Laurence River). Make everyone keep what they have in their capital's outpost, including xp and blueprint they learned and gold. like that everyone would be happy.  Also make a new campain to get more players. Finaly rework BP mecanic and take off silly window timer. add your land into PB with good defense even if noplayers to defend.

  15. Yes Marines are great for boarding, I didnt say they are not good for that. But Bulwyf explained well the problem. Marines make you undercrew your ship which is a huge negative factor. The reality was that marines helped man the guns. So they weren't a hindrence to loading the guns at all. All warship of that time were loading with marines most of the time and they were helping to shoot guns, extinguish fire, boarding, shooting from the top of the mast with sharpshooter.... but they were not making such penalties to the handling of ships. Ships where perfectly operationnals with them on board.  So my point is that: They should rebalance marines and take off crew penalties they give, making them more accurate historicaly. They already use 1 spot of your upgrade, the penalties should be a % of your numbers of marines only, something like that... or completely something else.

     

     

    Same for boarding parties, its silly. Why guns shoot slowerr with them? Its not making sense at all. You just have men ready to board and specialise in this. when you make a preparation anyway it take off men already from your crew for boarding or defending.. so having this penalty for Boarding party and Marines is like having a double or even a triple (thinking about 1 upgrade spot used) penalties.

    • Like 1
  16. I'm sure it's a running argument. There's a reason pirates havent done anything on pvp2 in awhile. Northern coast of Cuba and Haiti have rediculous timers. And then they took Gran Turk and set it to Aussie timer. It's helped devastate the population.

     

    I agree.. these timer are ridiculous, why can we set timer that make non sens on a US server, even the time written in the conquest section are Euro time lol.... Get rid of that bad system for the port battle and rework that completely. I hope they use the land in port battle to create nice forts and fortress to protect the ports, and have them very hard to capture even if no players defend them. With this they should  add AI ships defending all the port, taking a port should be a rough and difficult fight anytime. If players show up, they would take the spot of AI ships. Take off completely the timer and the flag system.

    I vote no to merge, unless they do a system like Eve onlin, multiple node communicating together an players see nothing, and they dont lag.

    if there is a merge, at least allow the pvp2 players to keep all their ships based in their respectives Nation's capitals.  You tell everybody in advance that they will keep all ships and items based there + you make them keep their gold and all crafting xp and blueprint they learned. Like that the merge wont be hard on them and their moral and you will keep your players. Im sure its even not hard to accomplish, so you should really think about it. I would like also that except for map reset, no one loose  anything anymore. At this point you should not wipe the players anymore, that would be bad i think. You game is enough advanced for you to keep their stuff alive. Just make them put what they want to keep in their capitals, or make a redeem option for your stuff.

     

    I would prefer PVP2 keep existing, the dev should make some incentive to bring people on the server, but also bring more new players somehow.  Help us and give us news please, instead or just say nothing.  I agree also with some people saying you created the situation by saying almost nothing and annoncing from an admin that a merge will happen, accelerating the exodus..  this was kind of a dumb move in my opinion, and merging just like that with the way the servers and pings are and limits of players on servers not that high, would make non sense and hurt the players again.  Delete the EU mirror and merge the players in PVP2 (and keep all their asset like i proposed).

     

    I like the PVP2 players and its a nice place, we just need a few more hundred to have it more fun. But everything is cool between players here and I would be disappointed if you just destroy this.

    ALSO, the population of the PVP2 is in minority now, mean less people vote for not merging. Im sure most of the guys still on the server don't want that to happen btw. Or at least want to keep their stuff, gold,xp and BP.

    Have a great day all

     

    • Like 1
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