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Sunleader

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Posts posted by Sunleader

  1. Why do I have the Feeling that you in essence just want to Force People to Switch over to the PvP Server......

     

    And No.

    Sorry but NPC Aggressiveness is simply annoying. And would result in the Game being a Pain.

     

    Most PvE Players moved away from the PvP Server because the Constant Ganking Annoyed them so much that the Game was no longer Fun to them.

    So the last thing they want is to now be Annoyed by NPC Gankers.

     

    If you want Aggressive NPCs feel free to Suggest them for the PvP Server.

    The PvE Server does not want them.

  2. 59 minutes ago, BPHick said:

    Or, they can deal with people abusing it like they do with people abusing it now. Design a game that nobody can abuse and you have a game nobody wants to play. Right now, the PvP mark system adversely affects lower level or less experienced players, so denying those players every legitimate opportunity to earn marks is more detrimental than the potential for unchecked abuse.

     

    For now I would say that this is Impossible.

    From the get go. This Game shows horrendous disregard for New Players. And the Devs have Made Clear that they dont care at all and that this Game in Essence is for the Hardcore Niche Players.

    But even if we considered them being ready to change their take on this Hardcore PvP thing and implement a more reasonable policy for their Game.

    Creating a System which grants rewards for Player vs Player Combat without being prone to abuse is Impossible.

     

    The Moment you Offer a Reward that is Worth something you are Prone to have PvP Players just Fighting Friends to earn Rewards constantly rather than Roaming Open World.

    And there is no real way for an Automatic System to know if two Players Fight on Purpose or just Meet each other by Chance.

    So the only way to actually Prevent Abuse would be Manual Control by an Admin of each and every case.

    Needless to say that this will never happen because the Devs got different things to do then spend 12 Hours a Day rummaging through the Data to Detect abuse.

     

     

    The Only other way to Grant a Reward without it being easy to abuse. Would be to cost the Player Losing more than the Reward is Worth.

    In Short the losing Player would for example lose alot of Experience and Rank Down. Or would Incur a Debt of PvP Marks etc etc.

    To make sure that abuse of the System is non Profitable. Thing is. This would be completely Detrimental to PvP because it would not only Alienate the non Hardcore PvPers from the Game even further and killing the Games Population even more. It would also result in PvP becoming much more Rare because the Loss is a High Risk.

     

     

    If of course you got a Better Idea your Welcome to Share it :)

     

    • Like 1
  3. 2 hours ago, BPHick said:

    If a player is recently killed, and attacks you, and you win, you should get the xp and pvp marks. Being recently killed is fine, i get how it is meant to prevent farming. But it's should cancel if the player decides to attack.

    Killed a cerb in a prince and got jack squat for it, not very happy.

     

    Well Problem is. Then PvPers would just Constantly Run Matches between Friends.

    Easily Farming Tons and Tons of Exp and PvP Marks. Which would be very Unfair to those actually Fighting Wars.

     

    So I fear this wont be Changed.

    I do however think that the Recently Killed Modifier Should Prevent you from Attacking others in the First Place.

    Since your not offering any Reward in a Fight. You should not be able to Initiate Attacks on Enemy Players.

     

    • Like 1
  4. 10 hours ago, Trino said:

    He said it's perfect as it is, so why the hell do you think he wants to remove something ??

    The way it currently is. It is mostly useless and not worth having them.

    So yes for someone who doesnt want the Feature this is indeed Perfect.

    7 hours ago, admin said:

    Captain leaves the sinking ship last or must go down with a ship. Even though it is a game we expect our captains to tend and support their subordinate ships in battle. 

    NPC captains under your command lose all hope when the commander leaves them and immediately surrender. Warning is not necessary - we never expect players to leave their comrades in battle.

     

     

    With all Due Respect. Then Maybe you Should Teach NPCs not to be constantly Break Dancing against the Wind and thus ending up Isolated 3km Upwind from their Captain where he then has to Wait 3 Hours for them to Finish Breakdancing with each other. Because they barely Shoot each other while doing that and thus Take forever to Sink Enemy Ships.

     

    6 hours ago, admin said:

    We though that not leaving friends and comrades in battle usually is a part of the general male education.
    New players usually will encounter this problem once and most often in light crappy ships, gaining this experience. 

    The choice to surrender bots if you leave them is deliberate and this usually what would happen in most combat situations. It also solves multiple exploits and other problems. 

    Again.

    The Very Least you could do is give a Warning Note about this when someone is about the Leave the Battle.

    You should keep in mind. That this "Crappy Light Ship" that a New Captain has. Might just be an really Fat part of his Fortune which he will be Insanely Pissed about.

     

     

    45 minutes ago, admin said:

    give them the escape command, alt tab and then go.. they will escape 

    it takes literally 5 seconds
    click on bot control interface
    click escape command for each of them.

     

     

     

    That is if they actually Obey the Command Properly

    Most of the Time they will take forever to Break the Engagement and will even while Running still Reset their Battle Timer by using their Stern Chasers to Shoot at the Enemy....

     

     

     

     

    Take no Offense in this Mate.

    But you See.

    The Minimum you should do. Is Include a Warning Note that your NPC Ships will be Surrendered if you Leave now.

    Because there is an Actual HUD Menu which Says "You can Escape Battle Now" in the Upper Center of your Screen. Which does not mention anything about having Negative Effects if you Leave Now.

     

     

    And in General this Mechanic might make Sense if your NPCs AI was actually Competent enough to Fight the Enemy Properly when Set on Follow You. And if it behaved like Subordinates which actually Paid Attention to their Captains Ship Position.

     

    Right now Honestly Said I dont even know how my Subordinates could lose Hope over me Retreating as they obviously havnt Paid the slightest attention to me for the entire Battle lol

     

     

    • Like 1
  5. 23 minutes ago, OneEyedSnake said:

    Too many people abused it to just go into battle and farm AI. It was stupid that way and they way it is now is perfect.

     

    Sigh its Obvious that your one of the People which want NPC Fleet Ships to be Removed entirely.......

     

    No Offense but this is Clearly not Perfect. To be more Precise its Incredible Bad and very Stupid.

    Aside from you not getting any Rewards for your NPC Ships Combat Performance. So Farming with them being Impossible by now.

    The Least they could do is Give a Warning Note "If you Leave Battle now your Fleet Ships X and Y will Surrender and be Lost"

     

    The Way it is currently. Means that New Players will use a Ship for Fleet to have an NPC along. And will then Lose Valuable Ships to this Mechanic because they did simply not know about this.

    I can tell from your Post already that you actually dont want this Feature to Work because you actually want to remove any Option to have NPC Ships Supporting a Player.

    But Mate this Feature is Part of the Game. And making it useless or removing it, is not a very Good Choice for the Game.

    • Like 1
  6. Just Left a Battle. I was way too far off and had something else to do.

    2 of my NPC Ships were still Engaged tough. They were clearly Superior and clearly Winning. But I didnt want to wait till they would finally Think that Enemy NPC.

    So I left the Battle.

    Then I found both my NPC Ships are Gone.

     

    Are they just Deleted if you leave Battle without them ????

    Its gladly not such a Big Problem as it was just random Ships I Captured or Bought. But its still somewhat annoying....

  7. 2 hours ago, monk33y said:

    Unless I'm mistaken doesn't the "easy" nations have large greenzones (stupidity large) to satisfy your pve-(Ness)!!!

    Why would you want a non combat server (pve) to have AI rvr and conquest? Surely capturing ports and restricting other nations players from being able to access goods/ports is not pve! But instead a form of pvp!!!!!

    Pve should NEVER have any form of pvp! Hence no rvr and no pvp!!!!! 

    There's a PVP server for those who want to take part in pvp and rvr.

    (incase you didn't know 'pve server 'players, gb and france and usa have huge greenzones where you get protection!! Many safe places to use/hide in...

     

    Get Lost Monkey Fiend :P

    There is no Souls to Catch here for your damned and Dying Ganker Server ^^

     

    And no.

    Jokes to be Told. Looking at the Safezones its actually the Hard Nations which for some reason got best Safezones. Cause they might be small but Overlap creating a Cohesive Safezone to be used.

    The Bigger Nations got several Safezones but they are often not Connected. Making it very easy to Hunt new Players there.

     

     

    And Mate.

    PvE Server is about NOT HAVING INVOLUNTARY PVP. :)

    In Short not having Gankers and Griefers.

     

    Many PvE Players would not even mind PvP itself. The reason they are on PvE Server is because they got enough of that Ganker and Griefer Infested Server where you cant do PvP anyways cause you just end up Jumped 3-4 People all the time instead of getting any actual Fights.

    When you Attack a Navy Brig with a Frigate or get Jumped by 2 Wasas when you just got your First Renomme. Then this has nothing to do with PvP.

    OW PvP on the Carribbean Server is more like playing Dice than its about actual Contest. And since older Players got far higher ranging Dice with higher Numbers. Its not only up to Luck wether you even got a Chance to Win. But its also extremely unlikely if your New which leads to the Server slowly dying cause it gains no New Players.

     

     

     

    • Like 1
  8. 9 hours ago, monk33y said:

    Doesn't conquest on the pve server turn in into a second pvp server?

    I'll never understand players who want risk free pve but who also want risk free rvr....! Next thing they'll want is risk free pvp!!!

     

    8 minutes ago, Jean Ribault said:

     

    I'm self-interpreting what was said, but I think the suggestion is related to conquest over neutral ports versus AI, not conquest of other nations' ports?  So on that interpretation, no it wouldn't be pvp, but still pve.

    Personally rather than having port battles (which don't interest me much) I'd rather see neutral ports on the PVE server go national at times based upon the hostilities around the map.  So for example, enough battles in any county converts the closest county capital loyal to the nation that generated that hostility.  Against AI in the county of course.  And self-healing as well, where the port(s) go back to neutral after a certain amount of time of reduced hostility level.  That makes some sense to me for this server.  With in mind that the starting national ports always still stay those same national ports on this server.

    Not sure anyone asked for risk free pvp though, just pve server stuff.

     

    Well.

    I would actually Support Voluntary PvP. Meaning Events where Both Sides are Open to Players.

    So PvP is Possible. But 100% Optional.

     

     

    As for RvR.

    I would actually Suggest a PvE System.

    Ports can be Conquered from the AI by gaining enough Hostility and then Attacking it and Winning.

    Once the Port is Owned by a Player Nation. Other Nations can Conquer it by gaining Hostility around that Port.

    If a Hostility Threshold is Hit. An Attack on the Port by an AI Fleet is Started. And the Defender has to Defend the Port against an AI Fleet.  The AI Fleets Power depends on the Hostility gained.

    Defending Nation can Reduce Hostility by doing Garrisson Missions.

    Reducing Hostility before a Port Battle is Initiated will prevent Port Battles from happening.

    Once a Port Battle is set. Reducing Hostility will weaken the AI Fleet that will carry out the Attack on the Port :)

     

    This way we would have a Full RvR System with Player Run Conquest and without PvP :)

     

     

     

    Most of all however. Whats missing is General PvE Content.

     

  9. 5 hours ago, Liq said:

    Not sure why you're  now pointing at me directly but sure

    Yeah totally. Not like Ive been taking 1v2 1v3 2v3 2v4 and even a 1v4 (which I obviously lost - after sinking one) all the time. Lose some, win some. Ships are cheap, so why would I bother about sinking in a decent fight

    Except Mate.

    For New Players right now. There is no "Win Some" Involved in that Equation.

     

    They Lose Some. And then Lose Some more. And when they have done that they Lose another.

    And this will never Change. Because NO. Ships are NOT Cheap.

    Ships are Cheap for You and Me. Because we Play this Game for a Long Time. We can easily Run 2 Million Gold in an Hour and we have the Contacts and Production Chains in Place to Just Build us the Ships we want.

     

    Unfortunately.

    New Players do not have this. Their only Income is usually the Missions they Run. So roughly 200-300k per Hour Grinding at best.

    And the Cheapest Ship I would consider Usable for PvP I found last Night was 1.2 Million. So roughly 4 Hours Grinding for a Proper 5th Rate.

    Upgrades and other Stuff of course not Included.

     

    If you go Roaming for PvP in a Standard Oak/Crew Space Frigate for 120k you can just as well Buy the Ship and Press on Break Apart Button. Chances are you Earned more than you ever will earn in PvP and on top you will be nowhere nearly as Frustrated when you do it for the 3rd Time that evening.

     

     

     

    Guys no Offense. But lets Face some Facts here.

    If a Game wants to Survive it needs to Retain more New Players than it loses Older Players.

    And currently. The PvP Server is about as good at keeping new Players interested in the Game. As my Cat is at Math. They get 1 Mercy Point for Trying and thats it.

    99 out of 100 Players Leave. And unless we make this Game more accessible to New Players. You can assume there wont be much of a Game left in 1 or 2 Years :)

  10. 8 minutes ago, Liq said:

    Go out pvping in disposable ships ffs... you also dont spend all your salary on partying/drinks/whatever and then wonder why you dont have any money left to pay the bills

    Or maybe you do :)

     

    No Offense but if you want to have Targets that you can massacre with no Resistance I would ask you to just throw some Clay Doves into the Air.

    Not Tell new Players to try and Fight your Assault Rifles with Knifes...

    • Like 1
  11. 9 hours ago, Sir Texas Sir said:

    Wait are you talking about trying to dock into shallow water ports with a deep water ship in the few that allow this?  They shouldn't be easy to get int.  Some ports honestly where hard to navigate in.  And remember you have forts around you to protect you if you get tagged around a friendly port like this.

    I actually wish there was one more limitation.  You can't leave a SOL ship in aport unless it's a DEEP DEEP harbor.  Have three types of ports:  Shallow, Normal and Deep.   Shallows only light ships can stay docked in them.  While some ships might be able to get into those ports, you can't just leave the ship there.   Normal is limted up to 4th rates and the same for the Deep water anything can dock and stay in that port.  This will limit folks from having SOL's all over the place.  Also make free towns Normal ports so that you can't keep your SOL in them.  Why would a neutral nation want the war ships of other nations in there port?  

     

    Lol No.

    I am Talking about Deep Water Ports that are further in or due to Hitboxes of the Shallow Water are Annoying to Reach.

     

    One Example.

    Monte Cristi

    Its a Deep Water Port. And its actually fairly Open to the Front.

    But thanks to the Shallow Water Patches its a Pain in the Rear to get into it.

     

    I am not Talking about Docking into Ports that your not Supposed to Dock into.

     

     

    And Pls dont come me with the "Challenge" Argument.

    The only reason its such a Pain is because Our Ship is basicly an 100m high Mountain that Spans a Distance of like 2km or more on the World Map.

    In Reality you could Run 20 Ships Side by Side through most of these Patches without any Trouble....

  12. 33 minutes ago, Hethwill said:

    Some guys really like the "truck simulation". Happens in all games like this. Even in ED, which has extreme similarities.

    But then Leonard Nimoy station would never have been built without them. Ever. ( and it took months )

    So, what is different ? We stand in the middle, neither this nor that.

    They Dont.

    Basic Game Design.

    People Play for :

    Exploration in terms of finding new stuff (not necessarily places but new stuff in General)

    Archievement in germs of being the richest and besting all Game Quests etc etc

    Social Contacts so Play with Friends and be Part of a Community.

    Or for Action. So Fight with other Players or whatever offers Adrenalin.

     

    You wont be the Richest etc if you have to give all your stuff you grind to the PvPers in your Clan.

    PvE Players in Clans in this Game are Slaves that Grind and usually Leave the Game after maybe a Year at Best ;)

     

    9 minutes ago, Vernon Merrill said:

    1. The Bahamas.  The great equalizer.  PvP marks with affordable ships for newer players. 

    2.  Don’t sail what you can’t afford to lose.  Why nearly EVERY new player thinks they need to pilot a 4th and up is beyond me.  You don’t have the skills yet.  You’re just gonna end up donating it. 

    3.  Yes, sailing solo in this game is currently extremely dangerous/difficult.  A static state of eternal war means nearly every other player you see outside of your “safe zone” probably wants to kill you. 

    2 and 3 require a player mindset change for many.  Those willing enjoy the game it seems.  Those who don’t get frustrated.  

     

    1. Ganking and Sealclubbing Zone you mean. I have nowhere else been killed in Basic Cutters and other Mini Ships that often like there...

     

    2. So basicly. If your a New Player dont Sail anything but Basic Cutter or just Quit the Game ;)

     

    3. Not nearly....

     

    4. Then the Game Sux.

    Small Info. Players play for Fun.

    Not to do work :)

  13. 10 minutes ago, jodgi said:

    I could have written this. We may diverge a bit with the rest.

     

    I have two toons at crafting level 50 and one close. I wish your statement was true. In a competitive perspective crafting means nothing and I dislike that. Take a look around in the shops to see what the economy really revolves around; it's the upgrades.

    A custom wood trinco means little. A custom wood trinco with copper, art of ship handling and those other things at the end of a terrible pve grind is something else entirely.

     

    Thing is Mate.

    Then we need to have Upgrades easier Available.

    Not Make Ships even Harder to Obtain.

     

    If you say the Bar to actually Join PvP is already way too High.

    Than what sense does it make to Put it up even Higher ????

  14. 4 minutes ago, jodgi said:

    I sure am a try-hard wannabe ELITE player, but everything is not easy. Well, nothing is easier than grinding bots for days, weeks and months to get the books and rare loot drop upgrades. For me it's impossibly hard to get competitive gear, I'm unable to motivate myself to dredge an ocean of shit (PVE) for that nugget of gold (competitive PvP).

    Now a bone has been thrown at a small portion of the player base and people lose their mind over it. <shrugs>

    There is no Bone.

    What they Threw is an Vinegar Drowned Piece of Cloth. That will make sure that no New Player will ever get anywhere when he tries to Start doing PvP.

     

    Ships being Available for Combat Marks so far. Meant that if you made a Few Missions in PvE you could get a Ship to do PvP assuming you had the Rank for it.

     

    Now with these Ships no longer being available before your already a Veteran in PvP you wont be able to get into PvP before your High Rank and have a Full Ship Building Chain in Place or Alternatively have Grinded for Money for Weeks to be able to afford Ships for a few Million Gold.

     

     

    See Guys.

    If your a Veteran Player already well Established in the Game. Having a Shipyard, Outposts and all the Crafting Receipts to Build Big Stuff like that.

    You dont need much time or effort to Build such Ships. After all you already Spend Weeks of Prior Work to build up this Chain and reduce the Per Ship Time you need to a Minimum.

    Needless to say at this Point thanks to Selling Ships you also have Abundance of Money Available.

     

    But as a New Player you dont have any of this.

    You have neither the Knowledge nor the Production Chains in Place.

    You make about 150k Gold per Mission you Run. So that PvP Ship in the Shop for 1-1.5 Million Gold.

    For you means that you have to Run 7-11 (Thanks to Taxes) Missions at an Pace of about 20 Minutes each. To just get ONE Shot at doing PvP.

    So basicly 1-2 Hours Work (assuming you have a good Pace) for just 1 Attempt at PvP.

     

     

    And then you Guys wonder that you cant Find any PvP ???

    No Offense but do you really think Potential New PvP Players would Grind for 2 Hours just to get a Ship that they will likely Lose right away anyways ????

    Are you really that Dense that you dont realize that your effectively Killing any Chance that New Players might ever find any Fun in Doing PvP ????

     

  15. So PvP Fitted 4th and 5th Rates are now Elite Endgame Content....

    And a Ship requiring massive Transportation, Knowledge and Prior Building Work to Craft needless to say massive Investment of Time into getting the Receipt is now "Easy to Obtain" Ship....

     

    Sorry but Guys do you even read the Bullcrab your Spouting there ????

    If your that far in Crafting that you can easily Build a Custom Wood Trinco your already far beyond where you even care about PvP Marks or Ship Notes. Because then you can Build anything yourself anyways.

     

     

    But oh Well. Why did I even Try.

    You guys just Continue to make PvP more and more Impossible. Thus resulting in less and less Players doing PvP at all.

    Have Fun sitting there with your "Elite Ships" alone. Needing Hours to Find someone to actually Fight with your Elite Ship cause no New Players ever get a Foot into the Door on this Game.

  16. The Ship Notes for Only PvP Marks are an very Bad Idea.

    For a New Player. Beating an Player thats been doing PvP is already next to Impossible thanks to Tactics and Game Knowledge as well as Experience in PvP.

    And now this has become even more Impossible. Because Surviving in PvP needs you to have proper Ships. And now the Experienced PvPers especially the Gankers and Seal Clubbers who get PvP Marks. Will be Equipped with such Proper Ships in a Woodtype of their Choice.

    Meanwhile New PvPers have to somehow draw a Lucky Streak to get a Crafter who got the Ships available. They cant reach any Proper Ships because they have no Chance of really Beating a PvP Player And no way to get PvP Marks unless they go Sealclubbing or Ganking.

     

    Ship Notes are Essential for New PvP Players to have any Chance of getting a Foot into the Door.

    Hiding it behind PvP Marks which these Players wont really get their Hands on. Results in Newer Players to be Highly Discouraged not to do PvP at all. Because they just get Clubbed all the Time in their Inferior Ships which on Top are so Insanely Expensive that they have to Grind more than 2-3 Hours for a Single Ship halfwat decent Ship.

     

     

     

    I Assume the Idea was to Encourage PvP by giving the Valuable Ship Notes for PvP. Thus getting new Players to PvP by luring them with Rewards.

    But currently it is having the Opposite Effect. Because thanks to this. The only Early Entry New Players had to Compete in PvP has been Taken Away from them.

    • Like 2
  17. There is alot of Ports that are very hard to Dock at. As the Hitboxes for the Shallows and Coastlines are very Big and the Port Sits rather far inside.

    This results in a very annoying back and forth to somehow find the Part in the Docking Range that is available from Deep Water.

     

    Increasing the Docking Range by about 50% would Fix that Problem very Easily. Making the Game much more Comfortable to Play on Open World.

    • Like 1
  18. 3 hours ago, Fellvred said:

    I'm not a fan of current repair system but I'm not sure if complicating it with even more consumables and mechanics would be the way to go (although I would prefer the much slower repairs via crew). Would 'hard' dmg be done to a certain percentage or would shots cause differing amounts of hard and soft dmg? Surely the players with consumables would still win most of the time.

    After playing Legends for a bit I really like the lack of armour repairs - you still have cooldown repairs for sails/pump/rudder etc but mistakes really matter now rather than running away for a few mins to repair and reset. Perhaps armour repairs should only be useable on the OW and ports?

     

    1.

    Actually on Surface this would be easier. Cause no more X Amount of Repairs needed. No more Timers.

    Just like Sailing and Gunnery you Select Crew and it Repairs till your Full Health or out of Materials.

    2.

    Hard Damage would be a Certain Ratio.

    But different Weapons and Mods would have different Ratios.

    Also hitting different Hitzones would cause more Soft or Hard Damage.

    After all. Armor below Waterline is much harder to Repair than Armor on Upper Deck.

    3.

    Well that Depends.

    If the Enemy is highly Modded to do Hard Damage your Repairs might not be as useful.

    And you yourself could mod yourself to take more Hard Damage but littke Soft Damage. Thus you not having much option to Repair Damage but also being able to Fight longer without Repairs.

    If you got alot of Spare Crew you would if course use that for Repairs. Prolonging your Life. While with a Ship that has lots of Guns and thus usually lacks crew you might be better off to Mod for less Soft Damage as you likely wont Repair much anyways :)

  19. The Repair System is often Discussed and often hated by many.

    Especially in PvP

     

    And I actually think. The Best would be to completely Rework it.

     

    For that Purpose.

     

    1.

    I think Ships should get Hard Damage. And Soft Damage.

    Hard Damage being Irreparable during Combat. (Can be Repaired Instantly when Docked or over Time when on OW)

    While Soft Damage being repairable Damage during Combat.

     

    2.

    We should Create a 4th Consumable which is Masts and Machinery Materials.

    Which will be used for Critical Repairs.

    Critical Repairs thus now costing Consumables and Masts being moved under Critical Repairs instead of Rigging.

    Rudder and Pump being fairly Cheap in Repairs. While raising a New Mast Section of course will be really Hard.

    (As an sidenote I also think the New Masts should be Build up one after the another instead of just Suddenly having all Masts again)

     

    3.

    And the Big Change.

    The Repairs should be a Crew Allocation instead of an Fixed Button.

    Meaning that you can Allocate Crew to Repairs and they will do the Work. Constantly and without any Timers.

    Meaning that if you have the Spare Crew to do it. You can constantly attempt to Repair Soft Damage at the Expense of Reloading and other things slowing down.

    And of course at the Expense of an Constant Drain of Repair Materials based on the Repairs.

    Allocation is of course Selective. So if you Allocate People to Repair and got all Repairs Selected they will Spread evenly. If you tell them to Ignore a certain Type just like with Guns and Sailing.

    They will move to the Active Parts and thus do them First.

     

     

     

     

    Now what does this System do ?

     

    Well its doing quite a few things actually.

     

    A.

    It will remove the current thing of who has more Repairs Wins. Because the Repairs will now be Slower but in exchange Constantly and at the Expense of that Crew working the Ship.

    While at the same time not making Repairs entirely useless for Battle.

    Because while Repairs are now going on Constantly and without any Timers attached aside from actual Repair Speed. They are Limited by Receiving Hard Damage. Thus not being able to Repair back to 100% or just keep Running and Repairing if your the Faster Ship.

    ""

    Also goes for Crew. Basicly having Dead Crew and Wounded Crew.

     

    B.

    It gives Additional Crew on the Ship a Reason to Exist. Thus resulting in Crew Upgrades actually making Sense.

    And also the Mini Repair Updates Speeding up Repair or Increasing Repair by tiny 2% would now have a completely different meaning :)

     

    C.

    It will create some more Depth to Crew Management. And also add more Realism to it. Cause in Reality Damage Control was usually happening all the Time during the Fight.

     

    D.

    It gives us the Option to Create some new Depth with the Help of Mods and Upgrades.

    Allowing Upgrades to Reduce Soft Damage thus remaining in Fighting Condition without Repairs for longer. Even tough the Hard Damage is fully done. Meaning that its a Good Upgrade for Short Fights.

    Or Upgrades to Reduce Hard Damage thus being able to Repair more of the Damage you Receive and thus being able to Duke it out in Prolonged Fights like Port Battles. Where the Hard Damage from Repeated Engagements might at some Point take over so much that despite Repair Crews and Sufficient Materials your Ship is wreckage.

    Upgrades that increase the Ratio of your Crew Losses that goes into Wounded Status rather than being Killed and thus never coming Back :) Especially the Ratio you have for Melee and Boarding Combat. Thus allowing you to get back alot of your Crew you lost in Boarding.

    But of course also Upgrades that Increase your Hard Damage. Or your Soft Damage. Looking for a Fast Victory or for an Upper Hand in a Fight of Attrition.

     

     

     

    I think this System would Serve the Game far better. Than the current "Now we Repair X Percent of the Ship" Button :)

    • Like 2
  20. Option for Automatic Crew Refill when Docking in Port.

    Automatic Allocation of Trade Goods when you move a Large Stack into your Hold. So you dont always have to manually split it into the right weight.

    Automatic Swivel Guns for all Ships :)

    Some more Crew moving around on the Ship.

    An Avatar of your Captain Standing on Deck :P

    Boarding Animations of throwing Hooks to Pull in the Ship closer and some Men Fighting on Deck even if it has no effect on the actual Boarding Combat.

    Small Graphic Details for Upgrades. Like actually changing the Bow Figure or actually adding some Marines with Muskets on Deck etc :)

    • Like 1
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