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Everything posted by Sea Archer
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Sviatoi Pavel!
Sea Archer replied to erelkivtuadrater's topic in Current Feature Improvement Suggestions
Maybe the pavel should be able to carry carronades on all decks -
New Upgrades - Construction time again.
Sea Archer replied to admin's topic in Current Feature Improvement Suggestions
The ships should have leeway +75%, too. -
New Upgrades - Construction time again.
Sea Archer replied to admin's topic in Current Feature Improvement Suggestions
Your heated shot must be fired within 30s after loading, else it will ignite the powder itself. I would see heated shot as an upgrade on forts (for a horrible price, of course). Too dangerous to have those on ships. Fireprobability on own ship 25%, per shot, or something like that. -
New Upgrades - Construction time again.
Sea Archer replied to admin's topic in Current Feature Improvement Suggestions
It should increase the reward of the mission by 20%, but reduce the discipline aboard, so morale should be reduced. -
New Upgrades - Construction time again.
Sea Archer replied to admin's topic in Current Feature Improvement Suggestions
As I said, all equal, no bonus at all, wherever it comes from. Just standard stats for ships, guns and boarding. -
New Upgrades - Construction time again.
Sea Archer replied to admin's topic in Current Feature Improvement Suggestions
"We are all equal" Ingredients: 10 x Russian Vodka 10x European books 10x Chinese books 10x Arabian books Effect: ship-stats for all ships in battle instance (red and green) are set to oak/oak standard, ignoring all mods and woods. This might be a powerful weapon to counter the mod-stacking captains. Clan: BASTD -
Exactly this is my intention. Port battles shall not be L'Oceans only, even if PB-BR is high. The reals draft of the ships together with the water depth in ports should be a strategic option. Same in OW. Small ships with shallow drafts should be able to escape to shallow waters in battle instance. In our current system frigates, except the Trinc, are a rare sight in OW. But with a shallow draft even 12lbs frigates would be useful again. There would be places in the Bahamas, where no frigate could go to, maybe even 2 or 3 port that can be only entered in 7th rates. @admin do you think it might be possible to implement the water depth in game? As a goal for this year?
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With dutch ships in the game, there should be another incentive to introduce real waterdepth, since the Dutch liners could sail shallower water then the big ships of the other nations. This would in general increase the diversity of ships used.
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It will work quite fine, when the medium stage of crew experience is what we have not "ordinary seaman", new crew from port will be "landsman" an perform worse ( maybe -5%), while the trained crew "able seaman" gives a bonus (maybe + 5%). When a seaman dies he is replaced by a landsman. Since in nearly every pvp battle there are losses, no one will ever have a crew of able seaman only.
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As more crafting opportunities arrive with the new seasoned wood, I would be happy to purchase an additional "industrious crafter" DLC. This should allow you to have 5 additional crafting buildings + the possibility to upgrade your lvl 3 shipyard further with 5 extra "dry"-docks as additional dockspace in the port, where the shipyard is located. Ships have to be moved in the drydock and taken out, it is not just simply increased dockspace. A nice addition would be 2 additional outpost, but the first points (crafting buildings + dockspace) will give a nice DLC I would be happy to buy.
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New Upgrades - Construction time again.
Sea Archer replied to admin's topic in Current Feature Improvement Suggestions
Shark teeth mace Strong attack weapon from the carribean islands Ingredients: - 30x bullshark - 5x Sussex oak Effects: - Melee attack +10% - Melee defence - 5% Clan: BASTD -
New Upgrades - Construction time again.
Sea Archer replied to admin's topic in Current Feature Improvement Suggestions
Captain's Liqueur chest Ingredients: - 3x Burgundian Wine - 3x Madeira Wine - 3x Gin - 3x Whiskey Effects: - Turning +1% - Sail setting speed + 2% - Reload time -1% Officer's Liqueur chest Ingredients: - 3x Tequila - 3x Normandy Cider - 3x Russian Vodka - 3x Liqueur Effects: - Melee attack +3% - Sailing crew required -2% - Gun crew required - 2% Clan: BASTD -
New Upgrades - Construction time again.
Sea Archer replied to admin's topic in Current Feature Improvement Suggestions
Alan Lewrie's Salty Armour Once in Dewey Lambdin's Alan Lewrie novels (I think it was "the gun ketch") the sides of a merchant vessel were armoured (from the inside) with bags filled with salt. Ingredients: - 500 Salt - 200 Hemp (for the bags) Effects: - Side Armour thickness +2 - Heel +3% (due to weight placed on higher decks) - Maximum crew -20% (due to less space on decks) - reload time -3% (due to less space for doing the job) - Splinter resistance +15% Clan: BASTD -
New Upgrades - Construction time again.
Sea Archer replied to admin's topic in Current Feature Improvement Suggestions
Mixed shot (Roundshot and grape in the gun) Ingredients: - 1x Extra shot - 1x British gunners - 50x iron Effects: - Damage of grape and roundshot at the same time - Only half of the effective range of grape shot (so only very close) - (if possible can be chosen like double shot or grape, else it replaces grape) Clan BASTD -
New Upgrades - Construction time again.
Sea Archer replied to admin's topic in Current Feature Improvement Suggestions
Basic Fighting Tops: Ingredients: - 1x Basic Swivel guns - 1x Sea Musket 1766 - 1x Basic Grenades Effects: - Boarding Cannon Accuracy +3% - Musket Accuracy + 15%, + 10% Crew with Muskets - Grenades +5% - Melee Attack and Defense -10% Fighting Tops Ingredients: - 1x Improved Flintlock Swivel guns - 1x Sea musket 1766 -1x Sea Service Genades Effects: - Boarding Cannon Accuracy +4% - Musket Accuracy + 25%, + 10% Crew with Musket - Grenades +7.5% - Melee Attack and Defense -10% Elite fighting tops Ingredients: - 1x Breach loading Swivel guns - 1x Redoutable Musket - 1x Ceramic Grenades Effects: - Boarding Cannon Accuracy +9% - Musket Accuracy + 40%, + 10% Crew with Musket - Grenades +12.5% - Melee Attack and Defense -10% Clan: BASTD -
I think fireships should be able to set other ships on fire (when close enough), which was theirs main purpose in real life. When they explode they shall kill about 90% of the sailing crew, something like 50% of the crew working the guns on the weather deck, but only about 10% of the crew serving the big guns below. So you can keep your losses low, without bracing, when you send your crew down in the hull.
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I was talking of 10 active traders per player, not as an absolute number on server. ... and yes you should be able to escort your hired traders. Send 5 a time and defend them, you could never sail that much on a trade run yourself, so you save time, but cannot give commands in battle, like your own fleet ships. ... in consequence you should be able to send a capped trader with some crew to port, in OW, without adding him to your fleet.
- 39 replies
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I like that idea, but the player loads on ai traders should be in addition to the usual ai traders. The player, who booked a trader should be able to identify it in OW, so he might escort it, while for all other players it is simply ai. I wouldn't limit the cargo runs, every ai trader with player cargo adds some more content to the game. To save server capacity, you might only have 10 active traders at a time.
- 39 replies
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Books for Trade Ships?
Sea Archer replied to Jack Spencer's question in Feature proposals and Gameplay Help Q&A
As long as you do not use trade ships for fighting, you don't need the upgrade slots, if you fight with them, you get the xp to open the slots. Therefore the current mechanics are ok for me. -
Russia so bored they try to kill off smaller nations?
Sea Archer replied to Carl von Lichtenfels's topic in National news
I totally agree that any modifications of the ships should be removed. No mods, no port bonus, no books. But a very sophisticated damage model installed with single spars to be shot away, ships only sinking when hit below the waterline, more focus on the crew ( a trained crew, that survived several battles should work faster than a new crew. So keep your crew alive). Maybe even choosing single sails to be set... That would be my game...