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XMeK

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Landsmen

Landsmen (1/13)

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  1. While I voted yes to getting kill xp for a capture, I do believe you should get MORE xp for capturing. It's much harder to do, for one, and was preferential to simply sinking it with all of its cargo and guns.
  2. Seriously... if we're expected to micro-manage all aspects of cargo transport by specifically spending HOURS UPON HOURS of watching semi-decent water graphics then this isn't a game. What is the purpose of this "game"? Is Game labs trying to build an RPG? A sailing sim? A mercantile economy simulator? If the answer an RPG then there is a great basis for it already... it simply has to be made a bit more playable and the micro-management of everything simplified. If you're trying to make a Mercantile Economy simulator this will fail miserably as the transportation of goods is needlessly prohibited. If a sailing sim... then please... more battles and less time being forced to watch semi-decent water graphics for hours.
  3. Do the Mods not foster an environment of discussion? At what point are posts "accepted" by the mods? What is the criteria to have a post "accepted" by the mods?
  4. Definitely need to be able to get back to port, at least your home port, after a battle. There's nothing to dampen the feeling of a good fight more than a half hour grind 'sailing' back to any port. And forgeet if there's a storm. The game is unplayable. Ports and missions need to be visible with at least a marker. Considering how long these 'storms' last, I log out for a while.
  5. I think that a player should join a nation in the beginning, then after committing an act of piracy, then become a Pirate. A Pirate should be able to be hired by any nation that doesn't have a bounty on them, but never be able to command anything larger than a frigate.
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