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Sea Archer

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Everything posted by Sea Archer

  1. Ports have to be supplied to keep the port bonus. For every lvl of the port bonus 500 units of one food (bananas, beans, garlic, tomatoes, etc) has to be supplied weekly. So max. 2000 units for a port with lvl 4 bonus. If only supplied with 3 goods, the port bonus is reduced to 3 for one week. Same with trade goods, but they shall increase the selling prices (5%) for each 500 units supplied a week ( max. 20%). This allows a kind of economic warfare and gives the traders a meaning. Those, who live somehow in the shadows today, will become much more important.
  2. Player Shwaine98 seems to be either a very good player or alt farming. Can you please check? The screenshot is from 21.04.2020.
  3. This has been proposed several times, but it seems to be not on @admin priority list. I hope it will come some day like water depth and ships draft...
  4. This comes a bit surprisingly, but somehow it was clear, that someone would have to break away. So now it is Sweden. Let's see which wars and fun the future will bring. I think everyone is happy to take a rest now.
  5. Sealed bottles are rare enough, but in my opinion they are a kind of reward for those, who risk their ships on the high seas. Therefore I suggest, that these bottles cannot be found near ports. The reason is that quite a lot are using their alts for afk fishing close to port's forts. So barely risking anything, but getting some realy nice stuff from bottles. If they do the afk fishing in a place without protection, they shall fish even bottles. But high rewards shall not come without taking a risk.
  6. The Santa Cecilia has a BR of 200, so in that relation 215 for the Hermione looks ok. Maybe the BR of both ships can be decreased, but not every vessel should carry 32lbs carros. As long as there is no downside when putting the heavy guns on the upper decks, it is really not good for the game. I would prefer to switch all ships to their historical armament, unless the gun's weight on the upper decks has some influence on stability and sailing properties.
  7. The sailing itself is great for a sailing game. But sometimes it is strange, that small ships cannot be efficiently fought, when very close (lowest gunports above the hull of the smaller ship). There are means to counter it, but a kind of musket fire at close quarters would be a nice and realistic mechanic. But you were talking about 3 solutions. Can you tell us which solutions these are?
  8. If you have to grind your ship/bonus slots personally or get them from investments, you will finally reach a point, where you have achieved the maximum bonus. It is just a question of time. My preferred choice is to build all ships from their original woods ( so oak for most man'o'war, maybe fir for some smaller traders) and you can add one advantage like speed, hull thickness, turn rate, etc. Get rid of all the mods and we have a really skill based game.
  9. The shipyard in the capital may have no port bonus, but you can be sure that it will never be lost. Safety has a price, therefore the current system is ok for me.
  10. Wouldn't that be too easy to abuse by some toxic (alt) clan? Raise hostility on any own nation ports to see if the owner is willing to defend it, might produce more trouble than doing good.
  11. Right now trading is only to make some reals. People, who prefer to trade instead of PvP, are more or less only adding as prey for raiders to the game. (at least on PvP-Server) I suggest to give them an important role in production and trading bonus. A production port should be supplied with good to work properly, to feed the workers, etc. Therefore I suggest that in ship building ports a certain amount of food has to be delivered to keep the bonus alive. For every stage of investment (level 1 to 4), a certain amount (maybe 500) of one kind of food (maize, tomatoes, livestock, garlic, etc.) shall be delivered each week. The owning clan and their friends shall see the progress in the port window. If the food cannot be supplied, the port bonus is not usable for the next week, if partly supplied, it can be partly used. Example: A town has a port bonus of 4 and only 3 kinds of food are supplied in a sufficient amount. Then the ships, that are build in that week will have a port bonus of max. 3. The port investment will stay at lvl 4 and can be used the next week again, when 4 kinds of food are supplied. As soon as the goods are sold in the port, they count to the supply, so you still make profit by supplying the port. The supply can be done by players, not on the friends list of the port owner or even enemies, though they won't see the progress of supply. For resource production the supply should give a discount of 5% per supplied good on the LH needed to craft resourced, max. 20%. The discount shall apply to forge and workshop, too. For trading the selling prices of all trade goods shall rise by 5% per supplied non-food trade good. Again, like 500 trade goods of one kind are needed to achive the bonus. The bonus shall be availabe to all people trading in that port to encourage smugglers, so some more PvP can be expected. Only trade goods that do not drop in the port itself shall count to the supply. The amount of goods shall be counted weekly, to have enough time for the trade runs and allow weekend players to contribute to their countries effort in a most effective way. This will also mean that some kind of economic warfare is possible.
  12. Not a good idea. With all these ships DLCs you don't really need a shipyard to play the game. Economy shall have some worth. If you have a nice production port, defend it. A shipyard DLC would take much incentive for RvR out of the game.
  13. LH is currently not that much of a problem, i would prefer to have some economy impact on ports, so that trading has some more use than filling your own pockets.
  14. I would like to have economy impacts like in Pirates!. Cities need traders to prosper, the more trade, the better prices they offer for crafted goods, while poor cities offer cheap simple products like corn or coconut. Economic warfare is an option then. If you need a certain supply of goods as upkeep for the port investments, owning large empires can be a lot of work. If the supply (ai and players) is not sufficient, the efficiency of investment shall decrease and finally the investment is removed.
  15. You are right, I never tried to grind trader slots. I have lost some trader ships to raiders, then I decided to sail them only with an escort. So my main ship is usually a Wasa or some frigate with Indiaman in fleet. The only exception is the traders lynx, which I sail without escort, but always armed. I lost some, but never without fighting, so I have opened the first two slots. And I will continue this way, so in my opinion there is no reason to open the slots by travelling only.
  16. Why do you want to get xp for free without a fight? Imo xp shall only be earned by fighting, nothing else.
  17. I just say, if you will be loosing your ship anyway ro a superior enemy, you can give some kind of fight and with every hit gain xp. If you can escape without firing a gun, it is not bad, and you saved your ship, just without xp. That is all fine with me.
  18. Hostility missions should simply not spawn in the same place. So that every open mission can be joined. Then there would be no incentive to go for them in basic cutters.
  19. The ships knowledge will increase, when people start putting guns on their traders and defend themselves when attacked. No need to give for travelling. Imo the travelling xp can be completely removed.
  20. I would like to have enemy names and chatting with enemies back. No need to tell the player's rank, but the name would be fine.
  21. This won't help the newby getting better. I prefer to give people up to m&c rank a daily free ship (rng for the type) in 6th or 7th rank, whatever they can crew. A new one can be redeemed, when the old is sunk, not tradable.
  22. A price for hostility that increased with the number of ports a nation owns may favour small nations and slow down the expansion of larger ones. Though I still think triggering a port battle should be more than just doing a hostility mission. Only a few players like it to have daily port battles, so hostility might take a way longer than now. Maybe daily hostility over 3 days, or some kind of delivering soldiers (which have a price) and siege guns (that have a price, too) to some places in the vicinity of the towns.
  23. The reason for the port bonus in non-capital ports was to have better ships from ports that can be captured. So more pvp should happen. A safe place has the price of no port bonus. It works as long as every nation has a similar crafting ports, so the power is balanced. As soon as some nation looses that port, it is in a poor position, which it is nearly impossible to leave. Not easy to balance...
  24. A fort should shoot any ship of a nation they are at war with, so in NA all but the own nation. A fort can only judge which nation a ship is by the flag. So far, so good. I would love to see more than 2 parties joining fights and I would love to see the forts firing always at the nearest ship, that is not of its own nation (which is shown by the flag)
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