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Christiaen Stelling

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Posts posted by Christiaen Stelling

  1. 1 hour ago, admin said:

    Industry development 

    • Clans will be able to invest resources to open up new production in ports creating resource bases providing easy access to materials from one spot.
    • Numbers on the screen are for demonstration purposes only and will of course change
    • Clans will be able to determine who can invest and use these facilities; because they control the land 

    Shipbuilding development

    Clans will be able to invest resources to improve ships built in the region in the following categories 

    • Gunnery
    • Hull
    • Sailing
    • Survival
    • Rig and Masts

    This feature will be available to all national captains, who build ships in this port, because knowledge on shipbuilding is not land based and other people will be able to work with specialists trained in the city. 

    Forts and defenses. 

    • Clans will be able to build defenses for their ports
    • In the first iteration positions of forts will remain the same as in the current game (some positions will be adapted to change placement of useless towers or forts into locations that will help defending the city) 
    • Defenses destroyed during port battles will have to be rebuilt again (depending on % of their damage)
    • Base map will be without forts and towers.

    Overall balance

    Every type of investment will require points and having limited points per port, clans will have to pick things they want to specialize their city in. Some cities (chokepoints or front line towns) will only have forts, some will become resource bases and some will become shipbuilding cities.

    This balance will be supported by the changes how hostility missions are given. 

    Hostility mission and conquest flow changes.

    • Mission availability
      • Hostility missions will only be available from National Capitals and County Capitals and Free towns. 
      • Hostility missions will only be available for the 2 nearest Enemy or Neutral ports.
      • Hostility missions for regional towns will only be available from the County Capital of that region
    • Conquest flow
      • To capture a regional town you first will have to capture a County Capital of that region
      • To do so you need to own a County capital near to that region. (as hostility missions will be distance based)
      • Then you will be able to capture other regional towns in that County, building resource infrastructure or ship building bases in the region, and defenses in the county capital.
    • Frontlines
      • Because missions are only available for the 2 nearest Enemy or Neutral ports natural front lines will emerge
      • This means you can create choke points and invest in defenses in some cities (mostly county capitals) to lock access to enemies further into your shorelines. 
      • Some areas will become constant source as nations trying to move to some regions will have to fight for the key points of the map
      • Hard nations with no capitals will have to plan their operations from free towns capturing nearby regions to expand.
    • Open world hostility generation will remain - you will still be able to generate hostility on the port by sinking players or npc in that port area.

    All this features will require a full map wipe. 

    Fort guns will undergo the following changes (some changes have already started)

    1) HP buffs (some already done)
    2) Points for forts were reduced as they granted easy points for attackers 
    3) Guns will be buffed - they will become more dangerous.
    4) Some positions for forts and towers will change (at least where it is possible) so we do not have useless towers or forts in port battles

    Overall forts will become an expensive but very powerful allowing players to set up defensible chokepoints on frontlines.

    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

     

    • Like 2
  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

     

    • Like 1
  4. 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

    • Like 2
  5. 34 minutes ago, MassimoSud said:

    So it is a ship with exceptional features (it is OP for so many reasons) and the best of these features is that it can not in fact be sunk (P2W)! Does it seem correct? I hope you devs want to answer this question honestly! Thank you.

    891158107_pORTBATTLEoRCHILA.thumb.png.c4e049967a5b1d06c1140d84c6e4a277.png

    @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)

  6. 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.

  7. 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: 

    90FFDEF067F99287673CA7A1C7B1863E712A207E

    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

    • Like 3
  8. On ‎4‎/‎19‎/‎2018 at 10:08 PM, admin said:

    its very tempting. but we talked to several players we trust who craft A LOT and opinions are mixed.
    but its indeed tempting. Rob a player - carry gold to port, no more magic wallet.

    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

    • Like 1
  9. On ‎7‎/‎23‎/‎2018 at 7:00 PM, SteelSandwich said:

    Im curious to your statement that a regular contingent of crew could go up to 500 men, excluding marines.

    Which period are you referring to? 

    As I did state the crew numbers vary from  350 - 500 but most common were 400 and 450 (This would be the amount of crew that was necessary te be carried during war time to man the cannons and maintain an effective crew that could defend the cargo). Regarding the time period this would be during the Franco-Dutch War and Third Anglo-Dutch War (1672–1702) as the first designs for these Indiaman came around 1650 if I'm correct

  10. 1452217422_dutcheast.thumb.jpg.a9a9afcd8820af666f87339c76e4bcca.jpg

    This is a Dutch East Indiaman used by the VOC as well as the GWC, it is a general model as to how these ships were constructed and it is supposedly drawn by Matthieu Casto. It is NOT the exact ship Thonys has depicted above however I believe it can be used as a general blueprint. A little bit of history on the Dutch East Indiaman:

    The Dutch East Indiaman was a trading vessel used by the VOC (Verenigde Oost-Indische Compagnie) and later the GWC (Geoctrooieerde West-Indische Compagnie), they were primarily used to ship cargo however when needed the companies (Who had a monopoly on military use throughout the east and west indies) could use them as SoLs as they were fitted with 50 - 54 Guns (Lower deck 24Pdr or 18Pdr , Middle deck 12Pdr and top deck Long 9s (9Pdr)) These ships are also the ships which were eventually associated with The Flying Dutchman as these ships match the armament of such a ship. (Although it is argued that it could have been an older model of the East Indiaman where they still had a high fore and aft castle). These ships were designed to transport precious cargo and would often sail in groups of 2 to 3 and due to their SoL like armament would have been able to defend themselves quite well.

    Note on the crew on such a ship: Exact crew numbers often vary between 350 and 500 where 400 to 450 are the most common numbers (Not counting the contingent of marines that was common to be carried (Around 50 marines).

    • Like 3
  11. Am I the only one who did read a comment about "They mentioned it in the video". But no one was able to post that exactly, because this shows exactly that what everyone is accusing SORRY of and it proves the Admins' point, as well as what the majority of the community thinks;

     

    1:04 till 1.28

     

    Thank me later

    Cheers,

    Donnchad Fraser

  12. Hello everyone I have posted this quite some time ago and thought it would fit here regarding the discussion about pirates:

     

     

    Hello everyone, this post caught my eye;

     

    I was thinking, why not introduce Letters of Marque (probably already suggested but it fits here). They would allow pirates to sail under a different flag:

     

    - Give pirates 20- 30 maybe 40 ports and let them choose a starting point.

    - Give them the ability to get one Letter of Marque for free and after that they'd have to pay for them.

    - With the letter of marque give them the ability to enter that nation's ports and build production buildings there and trade (Ex. Capital).

    - Exclude them from crafting 1st and 2nd rates, it is not historically accurate, and will also not be relevant to pirates:

    - Make their ports unconquerable thus effectively a passive aggressive nation BUT give them the ability to raid ports which will then result in the buildings that were built there being plundered and a negative production factor (-25% or something) so people will actually defend the ports from Pirates.

     

    NOTE:

    EXCLUDING THEM FROM CRAFTING THEY CAN STILL BUY THEM OR CAPTURE THEM.

     

    - Edward

     

    Hello everyone, this post caught my eye;

     

    I was thinking, why not introduce Letters of Marque (probably already suggested but it fits here). They would allow pirates to sail under a different flag:

     

    - Give pirates 20- 30 maybe 40 ports and let them choose a starting point.

    - Give them the ability to get one Letter of Marque for free and after that they'd have to pay for them.

    - With the letter of marque give them the ability to enter that nation's ports and build production buildings there and trade (Ex. Capital).

    - Exclude them from crafting 1st and 2nd rates, it is not historically accurate, and will also not be relevant to pirates:

    - Make their ports unconquerable thus effectively a passive aggressive nation BUT give them the ability to raid ports which will then result in the buildings that were built there being plundered and a negative production factor (-25% or something) so people will actually defend the ports from Pirates.

     

    NOTE:

    EXCLUDING THEM FROM CRAFTING THEY CAN STILL BUY THEM OR CAPTURE THEM.

     

    - Surtur

     
  13. Absolutely not. Pirates are not supposed to be competitive at all to the fleet of ships of the line. Want to sail them, play a nation. The pirates shouldnt even engage fleets like that, nor be taking cities in huge PB's. What they should do is strike swiftly and silently in their fast ships and be gone before any response is possible. Ganking, raiding, espionage, diversions and most of all a lot of rum drinking :). For that purpose they should be able to create hidden bases ( exploration would be more important with them in game). Their smaller ships should be able to be modified differently than nations ships (could be additional line of completely different mods). Raiding towns for plunder and to hinder the effort of a nation in their war capaign ( for example succesfull raiding would limit nations BR in next offensive PB against another nation ). Pirates should be able to take bribes from other countries ( who knows what they will do with the money :) ). Pirates should be able to take pardon from a nation from time to time ( not to often though and who knows for what purpose ).

     

    Plenty of things to do for the pirates but they should be completely different from the nations.

     

     

    Hello everyone, this post caught my eye;

     

    I was thinking, why not introduce Letters of Marque (probably already suggested but it fits here). They would allow pirates to sail under a different flag:

     

    - Give pirates 20- 30 maybe 40 ports and let them choose a starting point.

    - Give them the ability to get one Letter of Marque for free and after that they'd have to pay for them.

    - With the letter of marque give them the ability to enter that nation's ports and build production buildings there and trade (Ex. Capital).

    - Exclude them from crafting 1st and 2nd rates, it is not historically accurate, and will also not be relevant to pirates:

    - Make their ports unconquerable thus effectively a passive aggressive nation BUT give them the ability to raid ports which will then result in the buildings that were built there being plundered and a negative production factor (-25% or something) so people will actually defend the ports from Pirates.

     

    NOTE:

    EXCLUDING THEM FROM CRAFTING THEY CAN STILL BUY THEM OR CAPTURE THEM.

     

    - Surtur

  14. Hello everyone!

     

    First of all I am not too sure whether there already is a post discussing this but I want to put this out there:

     

    So this has been buggering me for the past few weeks: PIRATES.

     

    Pirates are able to capture ports which is historically inaccurate nor is it "Realistic". The thing with pirates was that they had certain ports to dock, repair and gather crew. Also, it appears that the Pirates work together with other Nations. Now, I wouldn't have a problem with that but if that is going to be the case then please add Letters of Marque, it may come with some exploits obviously, but if you add enough penalties or cooldowns on switching Letters of Marque or buying them it should fix this "Issue" if I may call it an issue that is.

     

    In my honest opinion I do not think that there should be Pirate "Fleets" or clans if you will, or they should be limited to a certain amount of players. Since only on a rare occasion pirates would work together.

     

     

    The Solution:

     

    Once the server resets in it's entirety this could be implemented:

     

    Give the Pirates 20 - 30 ports spread across the map and give them the ability to choose where they want to start, at the same time introduce Letters of Marque for Pirates to sail under.

     

    Q: But how will Pirates gather materials for crafting?

     

    A: Letters of Marque will allow a pirate to enter that Nation's ports and build production buildings there.

     

    Then this could be combined with this: http://forum.game-labs.net/index.php?/topic/8329-pirate-mechanics-vote/

     

     

    The Idea in steps:

     

     - Pirates choose a starting port somewhere on the map. (A Pirate port which cannot be captured)

     - The Pirate chooses a Letter of Marque or chooses to stay neutral. (hostile to all nations)

     - Eventually the other Nation's influence will spread and reach the Pirate ports, thus creating the possibility for a Pirate to fight for that Nation or against it. (Once introduced the Pirate can then send captured ships to the Admiralty of the nation they sail under and receive an increased reward for doing so)

     - By sailing under another nation the Pirate is able to build buildings in any town of that nation except for the capital, as well as enter the ports and trade there.

     

     

     

    - Surtur

     

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