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Cmdr RideZ

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Everything posted by Cmdr RideZ

  1. I have simply noticed that really often, or always, people go with small cannons rather than carronades. I have understood that Carronades had their place. Did not test today but chain damage was at least relatively high. Small cannons are good at doing chain damage, carronades are not. Balance between small cannons and carronades can be improved by decreasing chain damage. Now that masts can be shot easier with smaller cannons, if not bottom then mid section, this is turning balance towards small cannons again. Simply one option to consider is to decrease rigging damage, which then makes hull damage more important, which indirectly buffs carronades. Maybe I am wrong but somehow it feels like that Carronades are not still good enough.
  2. Can you specify close range? At the moment 6pd penetrates Santisima from 250m. edit. Another question is that how thick Santisima was?
  3. Smaller weather/top deck guns probably should not be able to penetrate SOLs. Carronades on these decks should be able to penetrate. edit. Frigates could use Carronades to cause damage to SOLs. Cannons vs other frigates. Would that give a bit more purpose for Carronades? Make those more realistic as well?
  4. https://ageofsail.wordpress.com/2009/02/21/introducing-the-carronade/ I am not an historian, is that article fact or fiction? It was ok light reading and because of our last thickness conversations: "To be able to penetrate the two-feet or so thickness of the sides of a ship of the line a ship had to carry a main battery of at least 24-pounders"
  5. The core of this issue is in high repair kit count.
  6. Signaling left battle open for weaker side until BR balance had been reached.
  7. ROE was a big topic in 2016. When devs told that there will be NA and NAL the conversation around ROE ended, as there was no more use for it. NA was meant to be unfair in every possible way and NAL for fair fights. Many disagreed with this idea. Signaling Perk is a product of those ROE conversations. Players were asking a feature like Signaling Perk for all (SPA), but for some reason it came out as a perk. SPA provides only good things if asked from me. I do not know who invented it first but definitely something worth testing. We don't even need this big green zones if we have SPA. Easier to sail out from the GZ as players know they can always ask help from nation/clan. Players who do ugly ganks or look for better PvP know that they are near enemy "Player Reinforcement Zone", so they know that X amount of players may come to help. SPA makes it possible to have more good fights. There can still be ganks, there can still be zergs, nothing is directly removed. It can make it harder to make ugly ganks and zergs still, as people may actually join to help and want to have these about fair battles. I cannot understand why devs don't want to test this. Idea has been there probably 2 years already.
  8. Back to where we were in 2016, still the best option. Tune ROE and test signaling perk for all. I would start from signaling perk.
  9. You buy from port A and sell at port B, this kind of "pure" trade does not work too well.
  10. Player driven economy. I think that this also contains traders who buy and sell goods from other players. This can be done in shops or from player to player. Lets say a product price is 250k and our trader know that he could get a better price from it in some other port. 250k + 25k tax = 275k Now he has to think what would be the minimum price for the product to sell it forward. He also has to pay 10% tax again. ~306k he will be at +-0 income rate. This means that the original buy price has been increased by +1/5 + As he is a trader he probably wants his cut. Also price cannot be too high or else he wont be able to resell the product. Another example with similar figures. You find a ship, price 2.5m. You know that in some other port you can get 3m from it. That 500k is not just enough to make this trade. Maybe if you are able to sell it with 3.5m, but that is already rather high price that it is probably better to avoid this deal. Taxes are probably too high to support trade between players, player driven trade. Especially when we speak from actually useful products. Smaller tax rate would also help small nations as it would increase amount of products in their capital. edit.. Simply put.. Product resell price has to be 25% higher than the price you bought it. This is way too high if we want a working economy where players buy and sell.
  11. If this arena mode increases PvP dramatically, that indicates that OW PvP in general is in really bad shape? But please, do not test idea of giving signaling perk for everyone.
  12. RNG Crafting... RNG is needed so that ports are filled with ships. We want that people craft ships. We want that player driven economy is economy that is producing end products. We want that new guys get ships from stores. If economy would be working we would not need RNG and were able to achieve all that I listed before. Question: How can we make players craft ships without RNG? It should be rewarding enough to craft ships without a change to get an RNG bonus. Long time ago LH was a limiting factor. You were always able to buy products to craft more, you simply run out of LH. We wanted to buy more LH from other players. Economy was better. I know plenty of people who bought alts to have more LH. This was good use of alts. You did not exploit really anything, you paid to have more LH, to be able to craft more. Rare resources, expensive wood types, maybe all "expensive" makes LH less expensive. Maybe.. Subcrafting to give XP again (if it is not yet), make ships crafting resources and materials so cheap that it is not from gold but LH. Make it so that we want to buy LH from new guys. When we start to see more "WTB/WTS LH" we are getting there. LH based crafting long time was one of the things that I think was working really well in NA. Don't really know why it was removed in the 1st place or was it an accident? It was better when you needed lvl50 crafting skill to craft exceptional upgrades than the fact that you need to own one specific port. There was more player driven economy when people wanted to sell/buy/craft exceptional upgrades. LH should be more rare than rare materials or expensive wood types.
  13. Some common sense before you make a release could be used.
  14. Many times community has asked Pirates to be pirates, create special Pirate like nation and features. I think more than a year maybe 2 years? It was asked again and again and then devs decided to go with 3 new nations, which are there to support our playrbase from specific countries. Community was like wtf you guys are doing?! We have plenty of Russian players so they want to give them a change to sail under their own flag. Don't really know why Ultimate General does not have Russia as an option already.
  15. Top sections could be balanced so that those can take 2 hits from big cannons without breaking down. Right now Pirate Frigate top section has 90 hp. 12pd long cannon damage is 49 and can penetrate from +750m. 2nd hit from 12pd cannon takes the top section. If you take Edinorogs, 61 damage. For top sections to last 2 hits, that would be 61X2+1 = 123 hp 42pd long damage is 60, 32pd medium damage is 60. To give some change for smaller ships, mast wise, I don't think that would be bad at all. ... Speed wise smaller ships should have an advantage. This is pretty much because else you don't leave them room to stay in the end game. You take hull hp, you take hull thickness, you take masts, you take speed? Trinc and Endymion both have excellent speed and smaller ships than these have the same or lower speed. Smaller ships have less firepower, have less hull hp/thickness, way weaker masts.. You should leave something for small ships. This is also important when new players join the game. Before they get enough rank to sail big ships, they will be in small ones naturally. If you would increase speeds from Renommee to 180BR ships, it can be that these new players would have a role and feel useful sooner in their PvP careers. You may say it would be unrealistic and that big ships were equally fast, depending from wind conditions. In this case you probably should go gameplay first and bend realism a bit.
  16. The reason why we need so many repair kits is because we have so high damage. We want weak masts that ends the game, if we dont have repair kits. We want high stern damage that ends the game, if we dont have rum. ... Now we call this bubblegum fix as a "skill". Even though it is pretty clear that games that don't have healing potions are in general more skill based than games that have.
  17. 1. EVE has its issues. NA could and should be something better. Our community has plenty of members who believe in rare mods. There are plenty of players who think that it is not gear based PvP. It would be nice if you could make them understand that NA is today a gear warrior game. 2. I don't recommend EVE way of life. It should not be about some expensive or rare gear etc. Better remove/minimize gear advantage so that from veteran to new players everyone has equal change to win. Should alone make people to sail out from the green more often. I liked your post in general but crew costs part is something I want to make clear here. Before the last wipe crew was expensive. It was an issue for new players. I told here on forum that it is too expensive for new guys. Nothing was done, EVER. After Mega patch when none had gold, everyone was crying from crew costs. Now we sure get more gold than those early days after wipe but I would be very careful with this one. Crew is something that hurts early economies. New guys lose most ships, they lose most crew. This is not that big issue for players who have healthy economy and money already.
  18. There is physics simulation in this game. You don't make your thin hull to do magics if you dont have the cm.
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