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Fargo

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Everything posted by Fargo

  1. How can you make sure he sinks? The RUS Essex got graped down to 70 crew and did not sink, shooting leaks when the ship is already lower in the water might not work either.
  2. In general im enjoying the tournament so far, huge compliment for the organisation!! However, i think you shouldnt mind changing rules if they are conflicting with current game mechanics, in this case pumps making some kind of ships nearly unsinkable in time. Rules are the same for both sides so its not "unfair", but in the end every team will be pump and repair fitted cause it provides the best odds. Thats boring, we like to see fair pvp, not broken survival tactics and it might be most annoying for the teams themself, participating for good and fair pvp. Yes teams should be able to win using the clock, but achieving this only by mods and perks and with ships already taking water has not much to do with skillbased pvp. Its not even possible to counter this effectively with grape or somehow. The TDA vs RUS match is a perfect example how only pumps could easily decide a match in favour of the "worse" playing team. Its good that balancing issues got revealed now, but you should address them for the next stages of the tournament.
  3. They were so low because they had to focus down a ship that was technically out of the match... Pirate had to sacrifice a lot of hp just to make sure the trinc sinks in time. In a normal fight he would have been able to fight the cerb with about 40% hp on both sides. If anything is boring than your max firepower, pump and repair mod tactics...
  4. I like it, but the chance for a specific trim and 3/5 slots is just 12.5% right now. You might have to craft 8 ships and scrap half of them for stiffness reasons. Maybe this gets reworked with the upcoming crafting changes, then contracts might be a nice feature.
  5. All three numbers equal 200k for me If you want to be that precise you also cant calculate with 5% and 10%. If you want to sell a ship for 2mio, adding 10% equals 2.2mio. If you put it on sale for 2.2mio your fee will be 220k, you sold for 1.98mio. To sell for 2mio you have to add 11.11%. For resources its 5.26%. The best option is to craft nothing yourself other than ships
  6. I think repairs often protract battles unnecessarily, because its so hard to focus down ships. Sometimes you loose large amounts of hp when you have to stay next to enemy ships, waiting for repairs to finish. In port battles ships get seperated and destroyed, minutes later they fight again with about 30% hp (And suddenly they sail very defensive). Repairs could be desabled once your side armour got destroyed completely, to reward good players/fleets, speed up battles, and make repairs more tactical. Repairs should stay, but it should be a risk to repair close to enemy ships. Taking damage could also reduce the amount of restored hp significantly, or damage to crew could increase while repairing.
  7. I know Just saying that 81.5 is pretty litte for something with that high resource value. Ratio of lh count and resource cost is about 5 times different for carriages for example. You cant dictate it while you cant dictate market prices, but you can calculate it for actual market prices. Depending where you are in the chain of ship production, the highest valuable ships are dictating your price/lh. You dont need a formula, the market tells you. If your tool is able to read out the market prices for everything, you could add a column for lh prices. The results would be pretty funny right now, but as a shipbuilder it would tell you what materials are currently overpriced, depending on the ship you are going to build, and what ships would provide most profit in general.
  8. Ah i just read the wrong colums... it fits with your high resource prices. Fraction of lh is pretty low for medkits. You should include a guide for lh, because thats what people are struggling with. Whats the value of your lh, how do you estimate it, how is demand and supply for ships affecting it. Its nice to know the resource cost for mats and ships, but thats usually the smaller fraction. Another small suggestion, maybe arrange ships in their classes and for increasing amount of lh. Would make it easier to compare similar ships.
  9. Medkits seem to be too expensive while you dont include lh.
  10. While on another stiffness streak again (7 ships until now...), i thought about improving the current system with as little effort as possible. Its just sad to see all the stiffness rotting in the shops sometimes at prices, not even covering the notes. Ill keep it as short as possible: Current situation speed and stiffness imbalanced (essential trim vs situational trim) no disadvantage for speed in terms of stats useless wood/trim combinations like teak/stiffness (liveoak/speed faster and stronger) rigging quality useless (leightweight ropes and blocks does the same) build strenght/planking used for every combat ship one optimal, RNG based build for every ship (no diversity, no decisionmaking) non optimal build = rotting liveoak not balanced (value of stats too high) Possible solution changing rigging quality with speed -> speed as a main trim adjusting liveoak to -5% speed Results RNG between yard turn speed and lesser heel (seems balanced) same principle for the main trim as for fir, liveoak, extra planking and speedtrim: ​​either slow and tanky, or fast and weak players have to decide between survivability and speed for combat ships players have to decide between crewspace and speed for boarding ships lesser useless wood/trim combinations. For example liveoak/speed would provide +3cm armour, teak/strenght +1.4% speed instead (liveoak balanced) no useless trims anymore difference between same ships trimmed for different purposes and playstyles becomes much clearer no speed on tanky PB ships anymore greater variety of ship builds different demand for different trims less frustrated crafters Of course as an alternative you could just exchange stiffness with something better like reload time, or manouverability, but this wont result in more decisions to make. Fir without speed would always be bad. As long as such important boni are based on RNG, there will always be ships you have to throw away. Thanks for reading!
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