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shizniticus

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  1. That had to do with the level of influence a certain mission type had over hostility - PVP missions being the most influential. Trade, etc, where low influence.
  2. Not sure this is a good idea. Supply and demand should reign as king. If you artificially inflate the availability of these high-quality, rare resources, they're not really "rare" any longer. In fact, I think it would a great idea to have these special goods, produced exclusively by players. It would encourage free enterprise and if that port is captured by an enemy nation, there becomes a larger demand and thereby a larger reward. The smuggler trade would indeed become very profitable.
  3. Not sure I understand how or why a region would give a bonus to ship building but I must admit I'm salivating at the possibility of multiple ports within a region producing better quality resources or goods over all others. I would think as currently proposed, you will start seeing camping of ports. Having a port camped because you know better ships are being produced there seems like a bad idea However, I think camping ports because you know traders are leaving with these possibly inaccessible higher-grade resources or goods, seems like an awesome idea. This would also create a more target rich environment because after all, you would have ship builders sailing out of port, many many times per day, with these special high quality goods to get them back to their shipyards, whereas creating and stalking ships being produced would occur much less frequently. TLDR: Do away with the notion of building higher quality ships based on region, but allow higher quality goods being exported from regions, to build those ships wherever you want.
  4. Love the added commentary/ideas! The idea of investing in a port for defense, upkeep, great idea! Sprites walking around based on port activity or population is also a great! Bring the ports to life! Oh and thanks for the great videos Jeheil without them I'd been lost at sea!
  5. Thought it might be neat that the ports view, from open world changed over time. For example, a port where no one built any buildings, you might see a vary sparse landscape, whereas another port, with say an Iron Mine, and a bunch of American cotton fields, would show fields of cotton, and maybe the iron mine way in the background. Add shipyards, etc, whatever player built structures are there, so you see from OW view. Kind of like the cities in Total War change as you build up. The other idea was disasters. Hurricanes, Volcano's (yes I said Volcanos), tornado's, droughts, etc. Could cause an exciting variation to the game and effect economy and trade greatly. For example, a drought occurs in the gulf states of America. All crop type fields in ports in that region, take a major hit to production of crops. Suddenly the demand for crops of all kinds hits those areas. Or a hurricane, hits a region, wiping out buildings and killing production until rebuilt. Oh, the rebuilt part, being a delayed timer, because you need time to clean up first. The port might even close all together for a few days.
  6. All valid responses. Just thought I'd share what my particular thoughts on improvement! Thanks mates.
  7. First off, I love this game and it's potential. The suggestions I have, relate to immersion. To feeling like you're really there, in that day - instead of playing a game on a computer. - Remove the way you look around on a ship. No Zoom in/out to see what's going. - Players should actually be on deck, walking around, barking orders. - For certain things, like shooting, allow the player to posses a gunner to aim, or scout in the crows nest. - Everything should be first person perspective imho - you're likely to get sea sick for christs sake - how awesome would that be? - When the guns shoot, the screen should shake,etc. The next suggestion will help increase the amount of action a player sees in a given night. - Allow the use of automated fleet routes. - The officer/captain you assign, helps or hurts with that assignment - much like the perks now. - Players can be wherever, doesnt matter. The fleet or fleets are sent out to their run their routes. If/when that fleet comes under attack, the player can "posses" the captain and effectively teleport to the bridge and get involved. - In this way, players could have several fleets leaving with goods all at one time. Maybe one is a decoy? Maybe your just risky type and send out 3 very valuable trader fleets at the same time. Suddenly, two are under attack. Now you have to choose - and the other battle is managed by AI until your battle is over.
  8. I'm new, but this occurred to me. If you don't have guns, you can't initiate a battle with another AI trader and win. You can escape, but the will most likely still be in the area waiting to pounce. If you have guns and capture the trader, you can then captain the captured trader and teleport your valuable goods in ship, to your capital and live to try again.
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