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Paulus de Boskabouter

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Posts posted by Paulus de Boskabouter

  1. 12 hours ago, koltes said:

    I like the idea of reloading different decks with different charges, balls and chains at the same time. It just makes sense. 

    But I also want the display of gun reloading icons to be vertical (left for port side and right for starboard), no horisontal. Sometimes it confuses the hell out of me, especially in the heat of the battle. Same goes for the ship icons. I normally look at my ship from stern side, so having ship diagram displayed vertically on left and right for the enemy would actually make more sense too.

    Lol you are not the only one hahah, makes you feel stupid sometimes. 

     

     

    14 hours ago, Niagara said:

    I am all for more control over the cannons however it also needs to be feasible code wise and not to much of a hassle to manage for large battles.

    Now, I am interested in the way we arm our ships as in ship records and other historical documents tell us that, the cost of obtaining the cannons was quite a large part of the sums required when supplying a warship or a traders vessel for voyages.

    It is also sometimes written that captains had to settle for smaller cannons as there was a shortage of large cannons, despite that ships might be able to carry 32 pounders they had to settle for 18 or 24 pounders due to shortages in supply. Some captains had to scrounge older pieces from forts to make due in times of need.

    This would increase the cost of ships and might provide a reason to capture ships instead of sinking them as the enemy warships might carry cannons you need to arm yourself.

    Also, if you had to obtain the actual quantities of cannons required for each deck it would make more sense to allow crafting/casting of cannons by players. This would also give more meaning to diversifying the crafting tree. And give certain regions fame for the casting of cannon pieces with different quirks.

     

     

     

    I ve only heard possitive reactions and i think everybody would like to see something like I suggested, i also dont see that much of a problem (but i know nothing about coding), still i hope the devs will focus their time more on these kind of things - improving our battle experience instead of to much non-battle mechanics and thingys.

  2. Ahoy captains and dev captains,

    I would love to see a more complex cannon management system
    We should be able to select what we want to load in each deck on each side and if we want to put man on reload
    on each. This way alot more skill and loading management comes in place and alot more complex setups are possible
    In addition to this system we should add an earlier suggested idea:
    Shoot with Space bar stop shooting when stop holding space bar (maybe with some delay)

    To explain my suggestion ill use the santisima as example:

    Santisima gun options in battle:

    Left side and Right side
    Bottom Gun Deck -    1 Chain
                2 Ball
                3 Grape
                4 Dubbel
                5 Charge
                6 No reloading (meaning no crew on reload and no reload)
                7 No shooting (The F5 function we have now)
    Middle Gun Deck -    1 Chain
                2 Ball
                3 Grape
                4 Dubbel
                5 Charge
                6 Nothing 
    Top Gun Deck -        1 Chain
                2 Ball
                3 Grape
                4 Dubbel
                5 Charge
                6 No reloading
                7 No shooting 
    Weather Deck -         

    Bow -            1 Chain
                2 Ball
                3 Grape
                4 Dubbel
                5 Charge
                6 No reloading
                7 No shooting 

    Stern -            1 Chain
                2 Ball
                3 Grape
                4 Dubbel
                5 Charge
                6 No reloading
                7 No shooting     
        

    Possible gun setup in battle:
    Left side
    Bottom Gun Deck -    2 Ball (enough penetration dont need charge)
    Middle Gun Deck -    2 Ball (same)
    Top Gun Deck -        1 Charge (to get more pen)
    Weather Deck -         1 Chain (low dmg but usefull to slow enemy down)

    Right side -
    Bottom Gun deck -    4 Dubbel (passing enemies close on right side and want to do max dmg)
    Middle Gun deck -       4 Dubbel (same)            
    Top gun deck -        4 Dubbel (same)
    Weather deck -        1 Chain (9pd low dmg but good to slow them down)

    This way you can use your cannons in a more efficient way, higher skill capp to master the game, when you are low on
    crew you can cancel reloading on the cannons that dont penetrated the enemy and have a better reloading on the cannons
    that mean something etc. 
    Maybe an option should allow you to choose between old system and new one (for new players and ships with only 1 deck)


    Please reply with usefull feeback or suggestions about this idea, what you like, what you dont, what should be added or removed etc.
    Also think about how this should be controlled - should we select it by mouse or keys? and how can we display it without costing to much
    space on your screen. If you think the current system should be replaced but on a total different way also let me know.

    Thanks for reading
     

    • Like 9
  3. Just now, akd said:

    I would think it would be obvious that if you gain a 2 dura ship through capture, the other player must necessarily lose 2 duras, which means 2nd rates also become one life ships you don't want to use mods on.

    The solution here to to get rid of rare, must-have mods that are only obtainable through hours and hours of PvE grinding (I PvP only and have not obtained a yellow mod in at least 4 months).

    I agree my solution doesnt solve anything since the 2 dura you capture will also be lost if you get captured, so only if you sink its safer. 

     

    6 minutes ago, Hethwill said:

    Thank you for the explanation.

    Given the reasoning is the modules and not the ships themselves I would suggest to focus on the modules and make them craftable with a ship, meaning specific sail arrangements like better stay sails or extra planking to be part of the ship as it is crafted and not a "card" in a deck of cards.

    Then go as other OW RvR games do and make it one dura.

    Great idea, lets hope we get something like this and maybe make 7th/6th rates 2 duras and rest 1 dura

     

  4. 1. Dutch Ships (no fish boats)
    2. PB last longer - eeeee we win o wait in 1.5 we magically lose
    3. Raiding - 5-10 ----------- you log in - you want to do something fun - you are with small group - best you can do is rasie hostility in nationaly effort - eeeeew we dont want to do boring PVE stuff - logg off - we need raids - or anything else which is a small group effort

    4. More freedom - name your ship - lobby room to setup PVP - 5v5 clan wars - 10v10 clan wars - PB exercize - battle commander try out ----- W/E - custom clan sails - etc etc
    5. You name it


     

    • Like 1
  5. Quote

    Land in port battles.

    • This is an experimental feature and might make port battles better or might actually make it worse.
    • Port battles will be run in the harbor of the regional capital of that region.
    • Instead of tower and BR difference requirements, there will be 3 objectives.
    • Controlling objectives gives your side points. If you played conquest mode in Battlefiled 3 you will understand how it works.
    • 3 objectives will be at certain distance from each other sometimes forcing fleets to split up and coordinate. Faster, lighter ships importance will increase.
    • Potential griefing and kiting will be completely eliminated. You won't care if your opponent is kiting you - capture and control 2 objectives and you will eventually win.
    • The only drawback found in testing is this - land changes combat completely and in some cases will slow them down depending on the harbor. Some harbors will be very hard to capture due to their natural composition.
    • Port entry will change and both attackers and defenders will spawn based on their OW position. We don't know about the wind yet but maybe the wind should be taken from the OW forcing attackers to carefully choose the time for attack. 

    Do we get some kind of testing lobby for this? Because with the current system we wont be able to test all ports and only are able to test a few times a week max. And i really think this land in port battles needs a lot of testing.

  6. Im willing to test this it could be good imo. In the past the devs implemented more stuff which created a discussion like this and in the end in turned out great.

    What I think is more important know is a little more detail about this wipe so we can prevent players from wasting their time:

    ETA - days weeks months would be a start
    Removed ships - what do we get in return? LBHs, materials , resource, nothing?
    If we get nothing, people will only build materials and labor contract and when this rolls out they will build 20 ships in 1 day. Or will you also wipe all materials labor contracts?
    If we get materials, resources or lbhrs in return, people will still build ships and the game can continue

    Im happy to test this, but please let us know what to expect

  7. Ok, crafters should be allowed to craft the ships, but not to sail those.

    Your crafter, crafts the ship for your captain.

    You are not a 100% crafter in this game. You are a trader, captain, crafter and more.

    So maybe you crafter isnt allow to sail the crafted ship but your captains does.

    Anyways its both BS because why would someone not be able to use something he spend alot of time in? Next time you build something lets say a chair ill claim it because i can sit better in it than you

    • Like 2
  8. Once this system is coded in all old ships and some upgrades will become unusable due to database changes and will have to be removed from the game. 

     

    Just to make it clear - all current ships will be removed after you add this new system? And will it happen next hotfix or more like next big patch?

     

    please make captured ships brown or blue or purple grey looks so wrong  :D

     

    I agree, please give basic ships a different colour. I know this shouldnt matter but it still does

  9. With just one stern rake the AGAMEMNON under Nelson had forced the much bigger SANTISSIMA to surrender -

    the lost and wounded crew numbers were just too high.

    When you fire through the dearmoured stern, the cannon balls can fly longitudinal through the whole ship, which allows to hit more than

    just one cannon crew with each cannon ball, and cannons could be destoyed in higher numbers. It must have been totally devastating.

     

    Of course I hate when that happens, like you do - but I guess it is still historically close.

    The first few days after the new patch I really didnt like the new crewdmg. After they tweaked it a little and now im getting used to it im starting to really like it. Like you said a good hit in the stern without armor should be devastating.

    Before the patch you could been in a long hot battle and at the end you still see most of the ships got lots of crew. Now after 30-60 minutes you see most ships struggeling to load their cannons and turn their sails because the heavy fighting has taken its toll. This is what i really like and think should stay.

    What I also really like is that you cant just simply show your ass to someone to avoid getting damge on your hull and you have to watch your back all the time, really really good

    But, this is still a game so maybe we should tweak it a little more so it can be both historical and fun to play for everybody. And I think this is what the devs are trying to do.

    So everybody keep patience and get used to the fact that getting it up the ass hurts.

    • Like 1
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