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Okaww

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Landsmen

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  1. As you float around and look at all the ships, you notice they mostly have American names. Not every nation made every ship. Yeah, sloops, cutters and pickles were common, as were many trader ships (pinnacle and flute), but once you get into higher ships, they got to differ. Even with what were considered similar classes, still differed in guns and craftsmanship between nations. Spain's backbone were the Galleon line (light, medium, heavy, war, manila). They were both trader and battleships. Most of the heavy classes have US names, like Constitution and Essex. When the game develops more, I would hope the other nations should get ships named after ships of their country. Pirates never really were great ship builders. They had to capture, or buy, though mostly capture, larger ships.
  2. I do have other ideas about port battles, in general. Right now there are "regional capitals" and plane ports. This one and done capturing is a bit annoying. Make it so you can only OP in regional ports. Regional ports have a 100% claiming. During a port battle, you claim a % based on the level of the battle. (no defender you claim less %) A failed attack can have the defender taking some of the attackers %, if they have any. With so much % claimed by your nation, you can aquire a local sub port in it's region. With 51% you claim the regional. If all owners are under 51%, it is contested and acts similar to a free port until 51% is achieved by a nation. You still need ownership of a regional port to buy flags there. Another option is after a port battle, the nation that was on the defending side has a 2 hour window to counter attack the taken port.
  3. THe idea of free ports is as follows: 1) They are nationless. 2) they don't charge docking fees. While they are nationless, there are no docking fees in the game, so they are pretty much meaningless as they are in that sense. I can agree that you shouldn't be able to make OP in them. You go in, buy/sell your crap, and leave. No OP, warehouses or permanent docking provided.
  4. I can't believe I'm going to post this, but here we go. In many cases, I think Carrabean: Blood & Gold has a better structure. 1) Balance the economy. You can actually make too much money too quick here. 2) Get rid of the basic/common/fine/exceptional. >Each boat has an initial cost. If you can buy it, you can sail it. >If you can cap it, you can sail it, but sailors cost money (not as much as they do now) and you get only a set amount of freebies no matter the level (for argument sake, say 40) >Available upgrade slots are limited by ship size. Cutters and lynx get 1 max, while SOL can have 5. >>Upgrades cost money, or can be unlocked from loot. They attach to current ship and cannot me moved to another ship. > Ammunition cost money. You ships will have a limited ammunition based on you current ship, and if you use it all up, your need to go to port and buy more. > Ship can hold less repair kits. Then what about levels? Your leveling will be more like you officer. You will get points as you level to put into skills that can improve certain ship type function, or if your skill is too low in that type of ship, you suffer penalties. The ship types would be (Traders, Light, Frigate and SOL). On a ship, you might see frigate level 3 on it, so if you are frigate level 1 or 2 and man that boat, you suffer a (10% * level difference) penalty to steering, reloading, accuracy, speed. If you are above it, then you get a (5% * level difference) bonus. Maybe have each class have their own experience paths so if you're In a frigate, you get frigate experience. The current ship rating, as you poorly word it in game, is mostly meaningless, and can be confusiong when it comes to the officer traits.
  5. First off, I've been playing this game now for a little over a week on PvP2 US server (USA). I will also admit, Open PvP everywhere is not factor I care for in any game I play (as it tend to lead to griefers who will generally make new players quit and in many cases ask for refunds. I've seen it happen many times.) Being in Alpha/Beta (whichever you want to call it) here are some thing I'd suggest for all around gameplay. You have a national capital, but each nation should have a safe area with a few ports, that remain safe, or extremely difficult to capture as you get closer to them. I look at the map, and we have no Sweden, France or Spain on our server, and if anyone makes one, they are screwed. The nations are greatly unbalanced as it is, not accounting NAPs (non-aggression pacts). AI fleets need to attack enemy players. They are completely useless lemming running around the map. They need to be able to agro and tag players that are either smugglers, or enemy factions. This would be the greatest benefit to add. Port Battles: I've only seen one port battle but can see a few things wrong with them "AS THEY ARE NOW". >Assuming no one defends, you only need one mortar brig to beat the main fortress. >Ports should have 1 of 2 types of maps: >>Cove: a bay map where attackers must travel through an cove mouth (bottleneck) to get to the main fortress. The land near the mouth will have towers on them. This would be the harder of the map styles. >>Coast: The fortress is along a beach with fortresses along it. An easier attack map of the two. >Ports should have defending AI fleets, plus any AI fleets nearby that may get tagged. The forts aren't really much of a defense on their own, and in many cases the attackers are really unopposed otherwise. No more teleports or sling-shooting ships to OPs across the map. Isn't that why we have ships and fleets? In other cases: You Color blind UI is worthless. The colors make enemy ships disappear on the tactical and radar maps, and names harder to read. If it be Military, or Crafting, it is a long tedious grind to get anywhere in the game and be able to make a difference. You can make millions, and yet, not be able to craft a Lincoln log, or functionally man anything larger then a 60 man ship. All that money means nothing then. PvP doesn't net much EXP, and neither does PvE. I am long bored of missions before I make a dent in EXP. Right now the US faction has a lot of players, but few really able to help in PB. As it is, if I had to grade the game on steam, it would be a thumbs down. Maybe 3-4/10. It has promise, but has a very long way to go as well.
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