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B4N4N4J0E

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Everything posted by B4N4N4J0E

  1. I am very sceptic about 3.) I might test it and make myself an opinion. Maybe I like it, maybe it's awesome. But, pls devs keep in mind: The combat mechanics are pretty good as they are. If it's an significant improvement, which a great majority of players is happy about - I am fine with it, too. If it's too controversal and many players don't like it, pls skip it! Don't risk losing players, they are very sensitive when it comes to battle mechanics as previous patches have shown.
  2. It saves time and crew for the winner and should save some crew for the loser. Good idea. Imho
  3. That's RNG. You can find 3 in a single day or maybe you find not a single one in three days.
  4. I agree it needs some tweaks. Maybe it gets more expensive by rank or by numbers for example to fill up 0-100 men: 100 Gold/sailor up to 500 (or more) for 800-1100.
  5. +1 One should have to think about how to equip a ship. Food, weapons, how much crew, Marines, room for cargo... to have the right or wrong setup for what one wants to do. Using all storage room and max weight should make your ship slower. Best food for high moral costs more...
  6. As some of my supply outposts are sw I need traders snows. Capping one is done in max. 5 min. +cargo +some ship parts from breaking it up...
  7. I think, it's like the polls say so far (47 votes) that over 90% of the players do not want to sail every time the want to move a ship somewhere. This is my opinion, too. I do a lot of trading and transportation. I use traders as one-way vehicles. It takes very long to sail the full cargo ships to their destination, I have no desire to sail the empty traders back almost every time...
  8. http://forum.game-labs.net/index.php?/topic/14566-teleportingsending-ships-or-sailing/ I made poll about sailing yourself vs teleporting/sending ships. Hopefully it helps to give a picture how players think on this topic.
  9. You are totally right. Freeports only vs. every port makes a huge difference. But I didn't want to open up this discussion now. This decision has to be made when option 2 or 3 is in favour or maybe even to tweak answer 1. I think the decision on the topic should be made like: 1. Sailing vs. Sending. --> If it is sailing, the decision ends here. 2. Risk (over OW) vs. No risk --> If it is decided for risk, the rest is of minor importance. 3. Costs & Restrictions --> Final decision. So if one is for sailing but the great majority says No, he (or she) might be rather for the risk option in question 2. If one is for the risk but majority says no risk, he (or she) might rather speak for higher costs, stronger restrictions (like free ports only), Btw.: I personally prefer "only free ports", too.
  10. Question 2 should be more accurate, you are right. My intention was not to get a result on how the system should exactly be but to see what numbers of the fundemental positions are. Answer 2 could be splited in various systems for example: delivery to free ports, delivery to all ports... does it take time until the ship arrives, has it a cooldown...does this cost you crewmembers? Answer1: is clear. No cost, no risk, no time. Answer2: Some costs, some restrictions... No risk Answer3: Some costs & risk Answer4: You will have to do a lot of sailing! ;-)
  11. Edited the poll. I think this belongs to answer 2. With some sort of cost in money and time.
  12. With the announcement of the crew management changes this discussion came up because the devs think about disabling ship-teleports. Different opinions on that issue came up, so I thought it would be interresting to see what is favoured. Therefore I made this poll. Edit: And pls post your opinion/arguments if you want and how the poll can be improved! Edit2: Understand the answers in question 2 like that: Answer1: No cost, no risk, no time. Answer2: Some costs, maybe some restrictions, no risk Answer3: Some costs & risk Answer4: Sailing yourself!
  13. Instead of teleporting ships to outpost, it should simply be possible to send them there. The ship sails in OW to his destination. You have to give a crew to the ship you send and as long as it is on the way you lack this crew. You can send it directly out of your outpost or from OW if you just captured it. For example you send 250 men on a frigate from 1100 max. you only have 850 left to sail a ship yourself. If you have a 5 dura-ship and you send it from outpost A to B and it gets sunk or captured, you will lose 1 dura and the 4 left still be in port A. If it arrives at B all 5 dura are at B. If it does some damage to the attacker you get rewarded by XP and gold. You can decide if you send it with a minimum crew, max crew or something inbetween. So sending a ship is risky. You might not want to do that with a full trader or a SoL over dangerous waters. But maybe between some save ports on a relatively save route. But for sending an emtpy traders or shallow or medium water ships this is a good option to save time and prevent boring sailing. It adds traffic to the OW and we can get the rid of teleporting ships.
  14. 1. You can attack each other. To escape when chased or level up quikly. 2. Everyone can change to pirate without losing anything. Still a oneway-street. Show me how you do this with other nations...
  15. 1. Communication between the devs and the players could not be better. This is just one example. Thx for that. 2. Fleets are ok as long as they are not really usefull besides escorting a trader or in pve. 3. There should be an option to send a ship to a port. It should sail on ow. The crew which is sailing it, counts from your Limit. For example: Send 50 sailors away in a lgv, u have 50 less on your santi. U may lose the ship, it might be sunk or captured. No ship teleport.
  16. Yep. And boarding an NPC is still pretty easy/predictable though they have a lot of buffs. There is always enough time to react on an NPC. A player can be way more tricky for example just pushing a preventive "defend" out of experience when you attack in the 0,5 secs. (or the other way round hehe) But still: Don't board an NPC that has as many or more crew as you have if you don't want to take a risk. Grape them first and everything will be fine.
  17. I like this one. I think, that the crews of NPC-traders should surrende relatively quickly and due to low morale. Some of the crew will join yours, so I you cap a trader you only have to sacrifice a few man for fighting and sailing it. So NPC-traders should (in most cases) not have marines on board. On the other hand, if a crew has marines it will be more likely they will fight until the end. I think it would be great if one would be able to fill up his crew by Allies on OW. Like one has a LGV and transfers some crewmembers to his friend who lost several...
  18. It was said several times: Pirates should be different to nations. There is simply no need for another nation with just a black flag. Pirates still have several advantages that just kill the balance as long as they are playable as the (OP-) nation. Pirates should have certain restrictions and advantages. I also can understand that they should not be cut of important game content like 1st rates. Why not just let them have 1st and 2nd rates for PVP Events like Trafalgar, duells etc. but just not for OW/PB. Let's face it. Becoming a pirate should never be the first joice of a player, it should be way more challenging than belonging to a nation. That's what I think: They are not supposed to go somewhere with a strong fleet and fight the main battlefleet of a nation. IMO they are supposed to hit and run. To be a danger to trading-routes. To snack players that sail alone or in very small groups. To raid ports, that lag a proper defense fleet. They should have more opportunities to modify ships with special upgrades. For example: They don't need and can't have marines, because they have their boarding- bonus allready. They should have their own "scoreboards" for their clans and individual players. If pirate xyz is one of the most feared pirates he gets additional bonuses on his crew-skills/ or for recruting. Maybe if he joins a battle the enemy crew is scared what has a negative impact on their skills. They should have kind of individualized flags, more opportunities to individualize their ships. They should have the ability to look like traders or fishers in OW and you have get close to them to uncover them... but then you might be screwed. Maybe they should be able to create hidden S-W-harbours (hideouts) which have to be discovered before they can be attacked. Pirates should have content, that nations do not have. On the other hand pirates should not have the abilities to behave like a nation. A nation may be able to cooperate with pirates, giving them acces to their harbors and having them raiding the enemy nations traderoutes. And maybe a pirate-mechanic like this can even be used to balance nations. So a strong/winning nation can't cooperate with pirates, but the "underdogs" can do that. Just my thoughts on the point.
  19. Why do these people want to kill the game?! It is a great EA-Game and has so much potential! But the game is loosing players every week. The mechanic is totally broken. The devs need time to fix it, they need some more weeks for that. Maybe they lost some time because it took them a while to accept that it is screwed, but that doesn't matter anymore. The players who love the game should do their best to keep every player in! To keep a critical mass of players, to gain a broader player base, to get positive reviews... all of that. Instead: The communication/ community is divided and highly toxic. Bragging in the forums & everywhere, trying to humiliate other players/nations/clans in public, behaving like 10 year olds, flaming, ganking, using exploits and finally it seems all about the epeen of some hardcore 24/7 gamers. Remember: It's a small company, the game is still EA and things have to be optimized... the game needs a solid player base or it will die before it's finished. The community should work on that, not against it! More players joining the pirates is making the problems even worse and giving the dev's less time to do their part.
  20. You are right. People will not change nation but change the game. Pirates will "win" the alpha. Game will be dead.
  21. What I heared from AUSEZ, is that they mainly took the step because of the broken mechanic. I had the pleasure to be in battle in with them once or twice against spain. Enjoyed it very much! These guys are no pirates and I hope they are going to come back to GB and I am sure, they will be welcome to do so. I don't know what happened in communitcations with the council. I am not into these things... Though I won't change to the black flag whatever happens, I can understand why people do it. But it is still the wrong thing to do! My concern is, that the game keeps on bleeding players because of the pirate plague and that it might be too late when the patch to fix everything hits in some months.
  22. I agree with your point. Basicly it is a waste of time if the follower will never be able to catch up. He should have stopped firing. But on the other hand, this mechanic is used to keep players in a battle for reasons (screening for PBs). Maybe a second timer would be a solution. If you are out of a certain distance, didnĀ“t suffer a certain amount of damage in the past ~10-15 Minutes and maybe your sails are still >90% (after/before repairing the sails).
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