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Fastidius

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Everything posted by Fastidius

  1. if we had a pirates opposition that was not a nation and if they used regional capitals as resource pools it could happen but i don't think it will happen for a while
  2. set a max withdraw per day and a treasurer, have each tab have a max withdraw per tab setting with a limit on a quantity taken and have a resources tab which only allows X amount of each resource per person per day. one tab should be for ships/ high end upgreades. Make place holders for it and have it always pop up for 5 people to agree again. if your clan is less than 5 people online you can't withdraw.. Anyone wanting to exceed this needs 5 officers to agree via a popup in game. At least then people are aware of it.
  3. well the community is clearly split about it and honestly if that was the case then why not just remove pirates as a name and just let it make sense.
  4. what about 10 for less than 4000 BR? or something along those lines? allows 10 frigates to work but not 10 3rds?
  5. what about if it was less exact. ie Undamaged/slight damage/moderate damage/ near death/sinking captains have eyes so they can see if a ships is messed up. and just a warning of minor ar heavy sail damage at 85% / 70 %? beacause again eyes?
  6. because it is a classification not a nation and you are NO different to being a nation so why exist as one? we actually want pirates to be something different and interesting and not just what it is.
  7. well done on putting up some valid discussion points.. at the moment trading is broken as they are testing the production buildings so very few resources are rare from my understanding. perhaps some nations are lacking some and this is where freeports would be producing the most trade but i don't think we can get a real handle on trade stuffwith this population level. maybe if they actually merge the servers again. Capturing ships is probably not that big a deal however i do think they should have a reason to sail pirate frigates over 3rds and higher because really you are meant to capture ships not destroy or trade. turning a portinto a freeport is an interesting idea but then it has to have some for of timer on it in my opinion ie 2 days until more troops arrive or something......interesting ideal is increased gold and resources for capturing not enough for pirate to want to capture? good discussion points
  8. give them 4 minute invisibility on leaving a port or something?
  9. so build a mechanic that gives individual growth however you cannot treat them as a nation as they are by nature not going to be a unified team. Also pirates should not be in the same quantity as nations.. perhaps allowing a second character that can be a pirate but cant talk to other pirates or something odd like that. either way try to provide alternate solutions as well as pointing out the flaws please. i don't play pirate so i can't necessarily talk for their desires.
  10. my concept here was that pirates would be somewhat tied to their bases more than nations. by doing this they would not be everywhere but more in areas laying in ambush of trade fleets etc. if they dont have this then they can fight everywhere..... not sure if my suggestion here is actually effected or even beneficial but that was my thinking
  11. Clearly you have no understanding of the current meta. Because we had all the ports when the patch for production buildings came through we could build our own production facilities and set up shop. Crafting hours are what we need the most. the port ownershipis an EGO thing at the moment and if somethingis too far to be bothered defending we don't bother. Once you get close enough we will care more.
  12. yes but maybe the fact that the mechanics are already there and spelt out again in somewhat clearish english the devs might actually read it and actually do something about it or say they will do something about it. The more we can guide them the more chance they will get it right or at least not horribly wrong. Also i don't read everything you sir are detrimental to the game development. please refrain from breathing for a few minutes....
  13. So as we all know Pirates are not a nation they are a classification but due to mechanics not being in place the devs have made them this thing that makes little sense. Now firstly i would like to point out that pirates is a way to create an alternate form of game play, aimed more at greifing nations than becoming one which i think is a very good thing for diversity. The problem you have is that you need to make it so that pirates have a role to play but are not specifically the enemy to all nations.. This is what i suggest... Make a series of island have Pirate ports. thes ports need to be at least 30 minutes sail from each other......they could even be a floating base made up of say 10 damaged 3rd rates roped together, basically anything that can act as a stationary point for them to go to and make it so that they are overly well defended with huge arrays of 48lbsers that cant be captured. This means they have havens and freeports they can go to which are unable to be attacked by deep sea ships and all other areas are hunting ground.(these mechanics are already available in essence). They now have a County lines they can run to so they don't get caught. These can have pirate traders/supply ships. you can trade with pirates at freeports so basically traders can buy at nations sell at freeports for profit as pirates earn more gold and prey off traders. Now to make it work you take away all ship building over Frigates but make the ships they build all shallow water capable. call them pirate versions of the ships and many versions to make the equivalent number of ship types but never actually 3rd or higher. Ie Pirate Frigate Marauder/ Pirate frigate Jugganaut etc faster and tougher so theycan brawl with 3rds and higher but only like 60% the HP so they are trying to get boarding.. The are uncapturable/1 duro and self scuttle when boardings are won.(you have that mechanic already in place). When a pirate ship is captured the caper gets a bounty of 1000g x the number of ships the pirate has sunk since last capture. give them a ranking system based on this last sunk vs killed system maybe? they need better grappling mechanics so they can capture a ship a say 6 knots or less, make this an upgrade path so that they can only do 1-2 on standard,green3-4, blue 5-6,purple 7, Gold top tier ships. CREW for pirates are not replenished at sea and they must return to a freeport/haven. Now that we have made the Pirates have a home and a reason not to be attacked constantly we look at making pirates effective. Their traders get special upgrades which allow them to be a bit more effective. Pirate Planking, Pirate swordfighting books, Pirate Barricades, pirate hammocks amke an upgrade which allows a duro but only 1 per ship that way they are constanly replenishing duro kits for crafters(this is likely to be the price of a ship so they save their upgrades). These are only applicable to pirate ships (mechanics already there just adapt the cannon limitation mechanics to upgrade slots and create a class for nation and a class for pirate upgrades). This gives their traders something to aim for. The crew for pirates should have the fighting statistics of marines rather than crew. This will allow them to punch well above their weight in a capture condition, Pirates should always be trying to CAPTURE not destroy. Pirates capturing ships get bonus resources to make it profitable as well as a gold bonus for each rank the opposition is. They get the gold value of the ship the capture but they cannot own it. The entire concept here is to use mechanics already in place with a bit of tweaking to create an alternate gameplay style that is not nation style. Small fleets of pirates can take on warships etc but they will always want to get in close and capture. they are tied to a limited range by having to replenish crews, they are mostly ina hit and run situation because of this. They have gold and trade incentives. Port battle mechanics can stay the same except they get resources and gold for taking ports. generally they will hit shallow water ones due to their ship advantages. this means that traders elling at shallow water/freetown ports are taking risk but get reward. Pirates still play port battle mechanics only difference is they have their own frigates to deal with so its harder to capture a defended port. undefended ports are ok as they can cap tower fast enough.
  14. not sure we failed at diplomacy, it wasnt a peaceful outcome but impretty sure our point was made
  15. Join our merry bunch, no sleep too many battles ...everything you dream of
  16. OK so here is the thing....Pirates are not a nation they are a stereotype. "those that attack ships" which means no diplomacy and basically KoS. The British as a stereotype have always been portrayed as gentlemanly and honourable etc etc Therefore anyone who doesn't try and come to a civil agreement is scum. In theory if you attack a friendly you are a pirate. ie a downgrade of status. Try to grasp this concept as best you can The fact that the pirates think they are a nation is just a product of gameplay being homogenized. basically the only difference between any of the nations is a tag and starting point and the fact you cant become worse than pirate for attacking pirates. now with or without roleplaying it is generally a bad act to attack someone unprovoked.......on water it is piracy. as far as caring about ports.....there was a time pre production buildings where ports = resources.....now they are really just about ego....unfortunately our egos are a little smaller than our port ownership so some ports are being flipped. some of us care, some of us don't.........at some stage you will be close enough that it isn't a pain in the ass to sail over and kick yours but right now we are busy... Ever hear of TLDR? this is similar.
  17. shrug Green on Green is mostly irrelevant. what we are asking for is a different gameplay style.
  18. I always suggest the madmax 2 concept as being the best way to describe what i want pirates to be in a PVP sense...... Pirates however should get their own version of crafting UPGRADES which only they can use....ie captain nationality locked......this would be things like better grappling lines and better barricades. also pirates should get a sailor combat stats = marines. this way they are able to punch above their weight but are encouraged to capture and risk close range combat. They should also have an assortment of pirate havens on small islands in areas......they can only recrew in that location.....trade paths should have to cross this area and have some sort of mechanic that encourages pirates to band in small groups and fleet raid the 3rd rate AI trade ships crossing their Haven locations. have bounties on them too...count the number of ships they capture and times it by 1000g or something. if non pirates capture a pirate ship we get a bounty but no resources or Upgrades. this encourages us to capture them and take the risk on a boarding but also encourgaes the use of chain and grape which are sadly under utilised in AI combat.
  19. creates interclan poaching etc...best to have 1 per shard only
  20. Labor hours are good. Having a town be able to offer trading hours to the clan of the lord protector would be a way to incentivise port ownership. crafting hours are a commodity as long as there is only 1 character per account.....problemis when you can self create hours cheaply.
  21. Why do we care if we are at war with spain? at the end of the day we might lose some ports here and there but now that we produce our own resources we only need to fortify a certain amount of area.....basically we have an area we care about that we own always and the rest is just free fire areas we hit when we want. we already know we have the upper hand at this point in time. Let spain rebuild and come back at us or not....we don't really need an agreement...in fact having them earn their wins back might be better for them long term........ At the moment the developers have a few hurdles they need to deal with before they can say the game is Viable. The current setup does not encourage PVP and the Diplomacy system is a vacuum where no one can hear you scream... reality is multiple nationalities does not work in it's current form and unless there is a reward/punishment system for ownership of ports put in place it is a failure.
  22. Sliders is a retarded system. You better off using the dual Wheel system...... This is a good example ....Left side wheel is the number of craft Hours, Right side has multiples , 1 for each item in the ingredient. up 1 the others all adjust to match... you already do most of it you just have a slider which is limiting. This method allows you to pick various items to adjust what you want to calculate your spend by & also allows text entry if the person already knows what they wanna spend.
  23. Now that the crew swapping features are in can we do 2 things.....make it so we can set the minimum amount of people we want on a service while activated. have the hotkeys rebindable. Example.... I have 200 crew, sailing has 65 max. and guns has 175 max....... if both are activated i wasnt to be able to set sailing to have max and guns to have the left overs. if i have the sailing turned off i want it to drop to a set amount too. I should be able to toggle it 3 times too really... Off Mix & Max. another option would be to remove the buttons and have sliders for each service and a button o the side of it with "focus" on it so you can set that to 100% immediately....I suggest percentages but displaying # of crew. Rebinding the keys is also important because now we are toggling on and off 6 and 7 a lot in smaller ships so having the ability to set it to a better key is good. Consider changing the 1-4 key ammo choice so it toggles rather pops up a sub menu that locks UI. Add Clan tags to player names in all instances of player name....you should be able to just concatenate the guild tag and player name on each UI load up easily enough. Can you also make the reported which now displays hits to hull/sail/crew also put that info in the Ctrl-L screen
  24. Any reason we don't have clan tags showing up on ships? Surely it is as easy as concatenating the clan tag at the start of the player name in the OW variables? IE when it loads up the player name just load up the clan tag and use that as a variable when combined.....
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