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Captain Kibble

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Posts posted by Captain Kibble

  1. That's why I'd like to include perk points into the cost of using fleets. It's rational to use them, and really, there is very little downside. (Crew loss?)

     

    Some would say the downside is you are then using AI to do a job that real people could do. Added benefit being that you could inject more cash into the economy at the same time from the payments made to these escorts. 

     

    Bring back the AI for the newbies only, if you must have some AI, since potentially they would not necessarily have the cash to pay for a player escort (however, crew limitations make it unlikely noobs will use the AI. I didn't). The bigger traders should be hiring real people to do that job.

  2. What happens to captured ships if "Send to outpost" is removed?

     

    Could implement a "tow" feature. Send a minimal crew over to the captured ship to hook up a rope and pull it back to port. If you get caught in another battle, the captured ship is unusable. If you're sunk, you lose the capture - as is normal.

     

    As for capturing multiple ships? That's a different discussion pertaining to the credibility of chain-boarding.

  3. along these lines i would like to see. if i send mats from one free port to another because i'm to lazy to do it my self, a trade fleet should form to deliver these goods.  i should have to decide how well it's defended to ensure it reaches it's destination

     

    This I'm ok with, there should be some risk to trusting an AI captain with delivery of your goods.

     

    What I do not want to see are more PvE opportunities, such as these random mega-convoys, on the PvP server. 

  4. There is no need for AI fleets, period. Noobs cant field them effectively. If you have the crew for a bigger ship, get the bigger ship. 

     

    Need an escort for your valuable cargo? Hire someone and increase the PvP on the PvP Server, and put some of that wealth back into the economy by paying those escorts.

  5. Again thats just like real life.... Merchants had to be dragged kicking and screaming into convoys, from the Age of Sail through to the second world war....

     

    Only when things got really bad did the begrudgingly submit to convoying....

     

    Exactly. We are finally starting to see traders that understand the benefit of coughing up some of their gold for an escort (clans have been doing it for free for a while). Don't ruin that now by adding in other unnecessary AI crutches. The PvP potential is there, it just needs to be utilized.

    • Like 1
  6. Or just start escorting the traders from your own nations so they can stop complaining about being jumped by pirates all the time....?

     

    I've been thinking for a while now that it's amazing how few traders ask (or are willing to pay for) escorts. Yet, they spam nation chat in a panic when they get jumped by pirates.

    • Like 3
  7.  

    I have no problems being forced as a vasall or something into British ranks, if they beat me before.

    Only, only.

    If there is only the very very slight chance of "revolting" and breaking free again...keep hopes alive for FREEDOME again.

    However achieved...

     

    ^^This. That slight hope of gaining Independence again is what would keep me playing even after being conquered. If it was just a matter of joining the conquerors until reset, I would probably go play PvP2 until the reset happened.

  8.  

    Question 2.)

    a.) What happens to our assets?

    b.) Do any of our items carry over to the new season? How would this work?

    c.) What about guild/clan assets?

     

    This is why I think a much better solution would be to give nations that have been conquered some way to rebel against their conquerors after a time, rather than a server reset at the end of a "season". I don't see how assets could carry over after a reset. This would keep the world in a perpetual state, rather than in cycles which is very unappealing to me.

    • Like 1
  9.  

    Agree to many folks want to treat this as either a simulator or a Historical Accurate game, it's not either. 

     

     

    Taken from the store page: "Naval Action is an exciting, realistic, and beautifully detailed naval combat game immersing players into the experience of the most beautiful period of naval history - when sailing ships ruled the seas....."

     

    While I understand that this is, ultimately, a game and the "fun" factor needs to be considered - If people want to see a game (that is advertised as "Realistic") have more historically accurate features when it comes to things like factions, then why not? Just because some people think its cool to fly a pirate flag while still acting like any other nation, even when history is as far from that as you can get? Those who play pirate should want to do just that - play pirate. Otherwise, join a nation. Pirate changes are coming and it's going to shake things up. It's just unlucky for pirates that those changes are coming after the diplomacy patch, and we can already see there are going to be growing pains within the Pirate ranks. Most likely, it will start to sift out those who actually want to be pirates from those who really should be part of a nation.

     

    The pirates need to be a thorn in the side of a nations economy, and currently they are just not - simply another nation (albeit, a nation disliked more than others). Everyone just needs to calm down until the Pirates get their makeover.

  10. Then look at the Costa del Fuego area. Cabo Canaveral, San Sebastain, Jobe, & Rio Seco are all freetowns with only Ays (regional capital) & Cayo Bisayno as Spain and therefore capable? I think the (I) is something else.

     

    You're right, and Calcasieu has no letter (typo?)

     

    Admin, give us a clue!

     

     

     

    @Vernon, neutrals are cappable, Freetowns (Independent?) are not.

  11. Interesting.

     

    Does the (I) equal freetowns or the (N) or the big white circles? If (I) or (N) is not freetowns, whats the difference in them?

     

    Looks to me like "I" is freetowns, "N" is Neutral (capture-able). No idea what the white circles would be.

     

    EDIT: Red circles are obviously capitals, seems like white circles are towns that may be changing faction? E.G Sunbury is listed as US on this map?

  12.  

     

    I have one question though: what does the letters in parenthesis after port names stand for? It's probably obvious, but I just haven't figured them out yet. Anyone care to clear that up for me?

     

    Seems like it's Nations..... But I'm not sure on some of the letters.

     

    Edit: Yes, definitely nations, with I being independent/freeport, N being Neutral, P being Pirate.

  13. Correct.  Pirates should include economic mechanics that allows them to actually succeed at being pirates.  Their profit margin should be nearly double a national.  The problem I see is this:  In real life, piracy for wealth was a strong motivator.  I mean, who the hell wants to work for a living.  In a computer game, even the desire for wealth becomes boring over time.  I fear "successful" pirates will eventually run out of things to spend their money on.

     

    Thus, additional content will be needed.  Mercenary work/paid escorting  :rolleyes: can be a good start....

     

    I would hope that Letters of Marque or something along those lines would be coming fairly soon after the Diplomacy update.

     

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