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Christiaen Stelling

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About Christiaen Stelling

  • Birthday 12/31/1997

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    At home with Airco

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  1. I really like where this is going, however as I stated in my other post in the imported ships topic; I am not sure whether it is good for the economy if a clan can invest into a port and just get all the basic resources from there, people who do not want to haul those resources should not partake in the economy in the first place as that is what economy is. As to me this does not make a whole lot of sense, for example, in Caracas there is an Iron Mine, but no coal, how will investing make coal available, I cannot magically make coal spawn in the ground around Caracas... I would not mind a feature like this but rather in a different iteration. To close with some positivity, AWESOME! JOB @admin regarding the constructable defences, this is something that really adds to the RvR and PvP feel towards a Pb. Kind regards, AvR
  2. I believe it is as the @admin said; DLC ships are: 1. For players who do not have the time/wish to participate in the economy 2. Ships that are different from other vessels in the game (A variation or just the same ship with a different name) However, this does not take away that economy is indeed important for an MMO as we have so brightly discussed here, let me throw in my two cents here: The economy from 2016/ early 2017 was very enjoyable for me, it got better imho when ships went to 1 durability as this adds to the need to craft more ships. If we compare this to the current economy the only main difference is that ships are, material wise, cheaper to manufacture and easier to manufacture (not taking permits into account). I do not mind the economy being changed like this as it makes it a little more accesible for players due to the lower LH requirements as all the parts were removed. As for the DLC ships in the economy; Yes, they are able to select any wood and are redeemable every 24h and will remove some of the need for crafted ships, HOWEVER the highest rate is a 4th rate, admittedly it is a darn good ship but not overpowered like the Hercules and Le Requin when they started out. I think we can say that the Dev's learned from that mishap. So, these ships only impact the economy for a small bit, since there are ships in the same class that have outright better performance than their DLC "counterpart". This does not take away that at the moment there is almost no need for crafting or any fuel in the economy as there are no players to burn ships. I do believe that IF the game releases, gets wiped AND manages to gather a decent playerbase at launch the economy will settle down in a decent way. Do not get me wrong, there are definitely points that could do with improving in the economy but as is I do not believe it is that bad. It has been made fairly simple compared to 2 years ago but the essentials are there. Then onto the last point of my essay; Port investments (since they were already discussed here). I think that this should be a possibility however I do not think that it should allow a clan or nation to just outright get all the mats without hauling as that would be a rather essential part to a functioning economy in an MMO (take for example EVE and PotBS) as they require players to produce resources in a certain location which has a higher risk level and transport them to a safe area where their production facilities are set up. The way to go about the Port Investments in my opinion is to allow the owning clan to invest in the settlement which could have some or all of the following effects: Increased productivity/ labour hour discount. "Stronger" forts/towers (Ex. forts have 9 pounders standard, and can go up to 24 (32?) pounders with investment. Ability to control buildings in other settlements (Ex. Outpost in Caracas has been invested into and I have production means in Willemstad, that would enable to me produce my goods in Willemstad) or enable players to build in their other outposts from the invested outpost. Discount on locally produced goods (Say 10%, which basically makes it tax free for clan members). Lower building costs. More AI traders (Foreign and Local). *Some of these are taken from the current clan settings as I believe they would make more sense if you invested in the city, which improves your clan's standing with said city and thus will grant you more privileges. Kind regards, Abraham
  3. Dear @admin and @Ink, Would it be possible for you to give us an update on these development plans? Also I am not sure where but I have heard something about a final release before the 20th of June 2019, whether this is true or not could we get an answer to that? Regarding the wipe, all I have to say is that it will make the game a lot better as everyone will theoretically be equal; eventhough this is not the correct topic I would like to suggest something: Would it be an idea to lock some of the Imported Ships for the first day or first 2 days of the official release? Eventhough I own them I do think it would give us an unfair advantage in a way. I'd love to hear from you, Kind regards, Abraham
  4. Looks good, but as @Hethwill the Harmless said, blue has my preference; a rising sun behind the NAVAL ACTION FLAGS text would be awesome though Cheers, AvR
  5. Which is exactly what the Indiaman in game was, only reason it is a 5th rate is because people could not get the slots on the ship, and the fact that it has too few guns. Cheers, AvR
  6. Here is what we are looking for: https://en.wikipedia.org/wiki/HMS_Abergavenny_(1795) An Indiaman that was also used as a fourth rate with 330ish crew as a 4th rate and 90 as an Indiaman, the guns match as well. Only thing is, we do not have the 4th rate version in the game, that would mean that we get double the guns (54 total), this particular example also had 2 bow chasers on her forecastle. So if it were up to me, I'd say keep this version we have now, and lower the caliber of guns to 9pdrs, and lower het crew to around 260; But also make her a refit as a 4th rate as she was meant to be; with 350 - 400 crew (just a bit more that the one I linked to keep reloading doable) and add more guns to her as described on the wiki page. However if she were to be refitted, lower the cargo space drastically. I also must note that I agree with the idea of in this case having a speed penalty on having more crew on a trader; not on all ships just traders because they were meant to carry as little provisions as possible to go as far as possible before having to make port again. So for example; you can carry 380 crew however 120 is required to sail her if you so decide to carry more crew it will reduce your speed with: 120 crew - 0% 140 crew - 1% 380 crew - 13% Basically every 20 crew you carry will decrease your speed by 1% Cheers, AvR
  7. @MassimoSud What's that?!? 2 Sunken Le Requins? And the best part; this was before they were nerfed... It only takes 1 broadside to sink one, put 6 leaks into it and it will sink almost immediately like any 6th rate. It's sailing profile just gives it the ability to sail really close to the wind but in a bigger ship than a lynx or privateer. It is NOT overpowered and if you cannot deal with it yourself I suggest you start practicing more... Only thing that I suggest as a change is to give it 24Pd Carros instead of 32Pd (Or stay historically accurate and only let it have 6Pd or 9Pd cannons, as I believe they almost never carried Carronades)
  8. Let's be fair; almost every nation has already had a "council" where all the clan leaders and their 2nd in command or someone else would meet up and discuss several topics. It did not only not work because not all clans use the national TS it also angered a lot of players because they were excluded and not allowed to sometimes attend or participate in port battles and the likes. I do however, think a diplomacy system where EVERYONE ABOVE OR AT A CERTAIN RANK CAN VOTE ONCE could be beneficial to some nations and has the possibility to work.
  9. I can remember Hachi once saying this when raking an enemy player: "Don't you just love it when they reverse onto your balls?" I have never laughed so hard in my life...
  10. At the time I played with GB we only had trash players only clans that were actually doing some stuff were Gregory's, BCC, SLRN and 2 more I forgot about.
  11. Good afternoon everyone! I'd like to share my experiences on Le Requin with you from the past 3 days; We (Dutch nation) have encountered several players in Le Requins, sometimes to no avail of catching them but other times easily taken out by SoLs. A good example of this would be the following battle: In this battle we kept the Le Requin at bay and sank her from a great distance with the Bellona's Long Guns. I do not think the ship is overpowered at all as she sinks quite easily, however I think the ship does need some tuning in regards to sail damage as that is quite finnicky. Another thing I found is that the 32.Pd Carros may be a bit overkill it might be beneficial to the game to change it to 24.Pd Carros as a max (Eventhough the ship can be dealt with as is). Also another thank you to @Banished Privateer, @Sir Hethwill the RedDuke and crew for this amazing battle and display of skill on either side! - Abraham
  12. You brought too few players anyway? I mean Prussians had the number advantage
  13. Maybe an alternative idea would be to make it like an old game I used to play: If you successfully board an enemy (Which is already registered in chat) why not allow the boarding player to steal 10% (or any percentage) of gold from the player, this would make boarding more interesting as well as giving some additional rewards. Alongside this you could also lower the battle rewards to make boarding more important, as boarding and prize ships were the main source of income for privateers, pirates and naval officers. Just a suggestion as to what Admin said here but with a twist Abraham
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