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Diodo

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Everything posted by Diodo

  1. Having a money log would be a nice addition: a logbook with all the expenses and the incomes that you can check with "daily" or "weekly" (ingame) subtotals. A better version of the current log that only gives incomes...
  2. Tagged enemy player Entered combat instance Player surrendered as soon as possible Didn't get his ship in after action screen Later found the player sailing out of port in basic cutter Did i do something wrong or was it a bug?
  3. How will these regions fit in the conquest mechanics? Just normal regions but with safe capitals for each nation?
  4. LOL i guess this came from my idea. I like it very much. So, how do you actually affect hostility levels? Is there a radius from the port or what?
  5. The Conquest meter system: Each port has it's own conquest meter, showing in percentage the control over the port by navies divided per diplomatic alliances. If you have a certain score on the meter you can initiate a classic port battle, but if you have it full you can take the port without resistance by means of land assault (as controlling the meter means controlling the sea region and thus land forces movements. How do you gain score on the meter? You gain score by controlling the nearby waters, witch simply means doing things within a certain radius of the port (possibly gaining score for multiple ports at once). Naval presence: you can slowly gain score by simply being in the area, score is based on the ship BR. Winning battles: winning any battle gives a reasonably big chunk of score, based on the total BR of it. (from capturing a trader to a SOLs Trafalgarish fleet battle) Defenders gain score in the same way, plus they have a small passive bonus (based on port's wealth if it will never be a thing).
  6. I'd rather go with a “conquest meter" system:each port has his own and every battle won in an area increases the meter(witch could simply be a radius thing, considering land); every battle lost subtracts. And you need a certain “score" in order to initiate a port battle, and if the meter is full, you can simply land in troops for a land invasion and take the port without resistance (as taking score on the meter means controlling the sea area and thus being able to move land forces). Of course bigger scale battles give move score against the capture of a trader witch gives the least. Simply having ships around the area will slowly increase the meter (both for attacker and defender). Bigger the BR, bigger the bonus. This means that you can spend days “securing" an undefended area increasing the meter and then the defender can simply come, sink a couple of ships and nullify your effort. This way capturing ports will require a long preparation by itself, possibly making most populated areas unconquerable, or very hard and long to take. And with no need of “strategic" flags.
  7. But it has to work only for actually captured ships, and shouldn't be available if leave port with that ship. Otherwise everyone would exploit it instead of just selling the ship.
  8. Capture will work a very different way with the new crew system, you will have to crew both ships to be able to sail them. But still, find a way to make it doable.
  9. Simple: repairing at sea needs some time and the ship to be stopped; basically the same thing as teleporting to capital, without the 3 hours cooldown.
  10. Not sure about this, as stated, there's a possibility of exploit (as everything) Also, i don't see the point of someone attacking a midshipman in a cutter.
  11. First of all: i'm not taking credits, these are great ideas i just read and i'm reposting for visibility as they're scattered around in big topics. (Plus something new obviously ) 1. All ports have "national waters" area; bigger the port, bigger the area (simple port, regional capital, ecc.) 2. All battles stay visible for their entire duration, but still locked (maybe with a different icon). 3. Players will be kicked out of battle screen after X minutes (5'?), but from it they have the ability to use capital teleport (when available) or log out. 4. Login can't attack, can't join timer increased when logging in outside of port (but still can be attacked) 5. Battles in national waters have increased join timer and area for defending nation. (just a couple minutes, nothing fancy) 6. Battles in national waters are marked on map with small icons (like orders). 7. Battles in national waters can be joined by defenders either in the classic way, or as positional reinforcement (but spawned farther away)
  12. What are the numbers next to resources about? Quantity or price?
  13. I'd rather have "high density areas" shown on the map, as a temporary solution.
  14. +1 for countdowns in place of timers. This would help new players that don't know how much time you have to plant the flag ecc.
  15. Right now i just want to be able to leave my ship in a port and go check my buildings, outposts, or go craft something, play with a friend in an other port without having to sail half an hour to my nearest outpost or having to build a new one.
  16. Well i'm not going anywhere then. But i guess you have a point... Maybe render the user blind and add a cooldown after you exit AFK mode. So: i see you, i abuse the AFK, you know where i am and i can't move and i have no idea where you are. Or maybe allow it only if there are no enemies in sight. Or both. What if i'm in the middle of the sea and have to go to the bathroom? Or i just ended a battle (and this would be an alternative to the battle screen)? And logout isn't safe, as you have to wait 2 minutes to log out and anyone can tag you in the mean time, maybe go away just a minute and then log back in.
  17. Clever tool to go afk without being ganked and abuse proof: You can at any time set the AFK flag. (not while tagged obviusly) You can only sail up to half sails, obviously you can't steer. You cannot be tagged, but you can be stopped. (so you can't abuse it to escape) When you exit the flag you get a cooldown for attack, but don't get invulnerability. Works fine to me
  18. You shouldn't be able to fully repair your ship at sea, that would mean carrying a ship worth of parts, which can't be done by a warship. Make full repairs only at port, Repair kits repair up to a certain value.
  19. I'm not a big historian, but i guess the travel conditions you refer to predate the time period of naval action to intercontinental travel, we're already past that and have a lot of ports built and operational and as the devs researced ships had provisions for months, and as these are commonly available supplies there's no reason to add other micromanagement for it.
  20. Would be a nice feature being able to do that, of course they'll lose their battle prep while doing so. The mechanics for crew killing are already present, just deliver musket shots to the weather deck, maybe even in volleys of fire at will options.
  21. If i understood correctly what the devs mean to do, they're considering crew as a renewable resource that you are expected to lose and replace. And while crew experience is always an interesting feature, i think it wont fit easily with this resource thinking.
  22. Will it be possible to treat marines with the same mechanics? Being them even more expensive than standard sailors, and perhaps a rarer resource available only in regional capitals.
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