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Darayavahus

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Posts posted by Darayavahus

  1. On 26.02.2018 at 12:44 PM, admin said:

    Look at the rewards, you dont need to farm anymore. Just find an enemy and try to max damage.

    So i risk a Teak/Teak Renomee with 4 or 5 perma upgrade slots, with Copper Plating, Gazelle, Elite French Rig, etc.. and some bonus Trim.... for a Random Ship Note

    Nice deal :D loooolllll, everything in this game focuses on maximizing ships efficiency, so a brand new blank ship wont reduce "ship preservance".

    • Like 1
  2. On 15.02.2018 at 2:57 PM, Marcus Valerius Corvus said:

    Does the API address this suggestion I posted about the economy? 

    And is there a currently functioning website somewhere that reads the economic data?

    Or can a non-coder (me) read the data directly and manipulate it in a spreadsheet?

    This is a big issue on the PvE server.  The population is low enough in my time zone that clans aren't going to provide a workaround.

    1. API provides:
    - Item in each shop
    - sale price / sale quantity - so if someone is selling through contract it will show that price and the contracts quantity, the same for the NPC sale
    - buy price / buy quantity - so if the NPC store would buy any ammount of the item the price would be set, if that's a contact it would show how many items would that be
    - biggest issue on this is the fact the data is provided at maintenance time, and it is not updated during day time

    2. From what i know there is no "working" website.

    3. Yes, it is possible to parse the API data to identify items sold/bought. I'm doing that myself. ;) (greedy bastard mode) 

    • Like 1
  3. Best thing for the game would be to split Sail and Mast HP completely and add Mast Repair (spare masts) as an item. But it would require a lot of changes.

    Proposed mechanics would be a lot easier to implement:
    - Slow down repair to 1 minute intervals while consuming Repair item at the begining of each interval, each item repairing 250 dmg (plus upgrades/knowledge)
    - Calculation of a damage limit - simple math and couple more variables for each part of the ship
    - Increase damage to crew while repair is active

  4. First of all 'Battle Instance' repairs should be limited, there are a lot comments on this issue, mostly because ships can repair all the time (every 10 minutes).

    I would propose a mechanic that would instantly remove the issue and add 'realistic' touch during battles:
    1. Ship can repair all the time, either Rig or Hull (can't do both at a time) - Crew picks toolboxes instead of loading guns or tackling sails
    2. Rig / Hull repairs are consumed every minute - As much crew repairs they consumes materials
    3. Repair process requires crew (like now), but crew has higher chance of being hit by shots by a fixed value - Crew being outside of battle stations
    4. % of Hull repair limited to 50% of current damage (plus modules/knowledge): - Ships hull can be properly repaired out of battle or in port
    5. % of Rig repair limited to 75% of current damage (plus modules/knowledge) - Ships sails or rigs are easier to access and repair than parts of the ship under water

    For example if a ship has 5000 side Armor... goes down to 0... starts repair... it takes 10 repairs (250 each) in 10 minutes to repair to 2500 (50% - see point 4 above) - at this point ship cannot be repaired no more until getting more damage to this side of Armor... If it goes down to 0 again, it could be repaired up to 1250... After that to 625... 313... It is always 50% of current unrepaired damage (till the limit)

    This mechanic would:
    - prevent ships from repairing to full, brand new out of shipyard state all the time (in battle instance)
    - make ships with higher armor/sail HP more important in PvP / RvR
    - make ships made of Fir/Fir with stacked speed upgrades/knowledge less favourable in PvP / RvR
    - make armor/structure/repair upgrades/knowledge more favourable in PvP / RvR

  5. 4 hours ago, Peter Goldman said:

    Good luck finding free town at US ports or Bermuda/Kidds Island or in Texas.

    Exactly, Free Towns or "Open" ports are so rare, and you would have to find repairs available. So basicly a miracle.

    Of course you can bring repairs with you, but when you are badly damaged you will use up all of them at once. Unless you sail LGV...

  6. When you are far from a friendly port you can just use repairs you found on enemies or the ones you brought with you (but they might run out pretty fast).

    What about an option while you stand next to boarded ship, right now you can just sink it - what if you could salvage some Hull/Rig Repairs out of it and sink at the same time.

    Of course the ammount you receive would be corresponding to the size of the ship you sink. But even couple of repairs are better than having zero in hostile territory.

    • Like 2
  7. Wasa is just plain & stupid OP:
    - Speed
    - Chasers & Cannon Count (broadside weight)
    - Crew
    - Cost to acquire (just get some money/marks)

    And as the pure Speed is still considered the meta, Wasa's are the meta. No one plays any other 4th Rate ship anymore - people even stopped playing Reno's or Endymion's. And it is not a solution to play Wasa - the solution is to NERF Wasa stats - preferably speed, down to 10-11 knts - this way it might use it's Chasers as an advantage/defence.

  8. Basicly the biggest drawback of teleports to Free Towns as it was before 'the Wipe' is the fact that one nation could use it to instantly jump into a distant location on the map and Grind Hostility before defensive fleets could reach that spot.

    As of now we have a cooldown on ability to join PB if someone logged off in OW.

    So the idea is to introduce simmiliar cooldown but for Hostility gain/creation after undocking from Free Town, of course cooldown would be dropped when a player docked into it's national port. I would propose a cooldown of atleast 3 hours.

    This way more PvP would be generated, with less sailing time wasted on the way to prefered "hunting grounds".

  9. I think there's no 20% Speed cap.

    I've got Gazelle, Bovenwinds, Copper, Opt. Ballast, Art of Cargo Dist. on my Surprise (Bermuda/Bermuda) and it is 19% from bonuses and 10% from woods used, and every item/skill added increased speed, finally reaching 15knts cap. (drops below the cap, only when above 215 tons in hold with full set of long cannons - 4/9/6/4 pdrs).

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