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Digital Wind

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Everything posted by Digital Wind

  1. At the same time, I don't think we need to change anything, it's already pretty easy for people to camp outside of a capital and gank everything in and out and outrun anything that can challenge the ganker.
  2. Simply increasing invisibilty to 60 seconds will ensure that one can escape with better reliablity, a revenge fleet will have to spread out much further than before
  3. I agree, as a ship builder I need way more warehouse and dock space than most people. Have a shipyard should grant a special storage space or simply grant more warehouse slots
  4. I would like to suggest that a consumable upgrade be added to the Adm. store granting a knowledge slot unlock in exchange for marks. 6-7 - 100 combat marks 4-5 - 150 combat marks 1-3 - 200 combat marks This makes grinding out missions in you ship still relevant but will accelerate the process by allowing you to turn your marks you've earned into slots. They are also quite expensive still but allow for more flexibility of ways to earn instead of having to resign yourself to 200 missions to unlock the fifth slot on a ship. Another thing I might suggest is Granting every ship you have the first 3 slots open for free and if you want the other slots, if you want to master the ship then you grind. The current system encourages players to stick with 3-4 ships that they have slots unlocked for and discourages expanding your horizons into new ships. For example, I've been grinding the Vic. I would love to sail a Buc as well, but I don't think I will because I would have to grind out Knowledge Slots on that which would suck the fun out. Point being, Knowledge slots are limiting play styles and limiting player options for ships. I like the idea of having to grind a ship to unlock its full potential, but the current system is far too limiting and takes far too much time than many players are willing to invest.
  5. Agreed, how about the first 3 slot on all ships unlocked for free, and if you want more you grind.
  6. Hammocks needs to be tweaked. For 1st rates, it gives too little crew to warrant taking up a knowledge slot that takes endless hours of grinding to open. Plus the Morale penalty is very heavy compared to the small bonus in men and would potentially hurt boarders more than benefit. I would suggest upping the bonus to 10% and keep the penalty, up it to 7.5% and reduce the penalty, or keep it at 5% and get rid of the penalty.
  7. A Rear Adm mission sinking a Santi in it would grant about 700xp. Since the second knowledge slot take 37000 xp, I have to complete 50+ missions to unlock the 2nd slot. It will take me a very long time to unlock all 5 slots and I do not expect to ever sail one of the other 1st rates as I don't wish to grind 500 missions a second time. This makes unlocking slots a PvE grind and turns the game into a second job. Please up the rewards for the missions or reduce the Knowledge requirements for the lineships.
  8. I love this idea! As a crafter, I would love to be able to name the ships I give my clanmates and torture them endlessly with 8 year-old immature jokes. :3 Not being sarcastic.
  9. I think this detracts from the ability to customize a ship. If we cap spped like this, why not turn speed, thickness, and HP? Pretty soon it becomes a good idea to start capping everything, and then someone has the bright idea to eliminate the mod caps, and just re-balance/nerf everything.
  10. Both of these issues are fixed, or rather reset, after a successful port battle. They are also mitigated by the 100 mark cap ensuring that those with obscene amounts of marks are encouraged to spread the wealth by selling or giving away marks or by buying permits/BPs with the extra marks and selling those.
  11. Set the cap of the number of Conquest Marks you can posses to 100. This will eliminate individual hoarding (up to 100 marks) and promote the selling of marks to those who have none or get very few or promote the craft of ships or the availability of permits and blueprints on the open market via people spending their marks rather then storing them for the 'what-if' future. 1. Marks and port battles stay relevant. No need to design and test yet another system. 2. The number of marks in a Nation's economy reflects their conquering power. 3. Small nations can obtain marks from large nations.....if they have the coin. 4. Player based Mark economy - Source of marks doesn't change, ways to get marks outside of PB doesn't change. Availability of Marks via alternate ways is promoted.
  12. Set the cap of the number of Conquest Marks you can posses to 100. This will eliminate individual hoarding (up to 100 marks) and promote the selling of marks to those who have none or get very few or promote the craft of ships or the availability of permits and blueprints on the open market via people spending their marks rather then storing them for the 'what-if' future. 1. Marks and port battles stay relevant. No need to design and test yet another system. 2. The number of marks in a Nation's economy reflects their conquering power. 3. Small nations can obtain marks from lage nations.....if they have the coin. 4. Player based Mark economy - Source of marks doesn't change, ways to get marks outside of PB doesn't change. Availability of Marks via alternate ways is promoted.
  13. Thanks @Sir Texas Sir. This was very comprehensive.
  14. I would like clarification on the requirements to start a boarding action. Obviously you need to be in close proximity, less obviously, you need your boarding prep to be above 50%. Additionally, it used to be that both ships must be below 3 knots, but I have boarded above that speed. What are the speed requirements of both ships? Are there relative speed differences (ex. boarding when two ships are close, parralell, and matching speeds, speed difference = 0)
  15. The first half is done, can we get a nice little checklist of what's been implemented, dropped, and delayed like the 2016 list? 2nd half checklist?
  16. Smokescreen, he has a personal grudge against the people/nation he once called 'friend'. That's what this war is all about, that and conquest marks for the snowflakes who missed out on 15 empty port battles.
  17. It's more fun to fight pirates when their pirating anyways.
  18. There carebears who like to trade and pve (maybe jjust grind exp like we all did?) and then there people who want to start a war because of personal grudges against the nation they used to belong with as is the case here. Then there is being called a carebear because you don't want to participate in someone's personal vednetta war that will not benefit GB and will hurt those who have thus far been our allies. Don't call people carebears just because they don't want to fight your personal grudge war @Christendom
  19. The war gives us nothing, Was started because some one allegeledy talked about our agreement (horrible reason for war come on!), we risk a 4 front war, if we win the US has the port power of the swedes. We are risking SO MUCH, but gain nothing we don't already have in triplicate. This war feels like it's to satisfy a few people who quit the US because they can't play nice with their old friends.
  20. Thats the worst reason for war ever. This is just your personal grudge, go grab a rattlesnake and hunt tradeships ffs.
  21. You're declaring war because they talked about the deal in Nation chat. That's the stupidest reason for war ever. This is all just to gratify your personal grudge against your former friends, its very selfish and short minded.
  22. So the pvp1 guys get to decide the direction of the entire nation?
  23. Ridiculous, why go to war? This will be disastrous for both nations and why? Not because they violated the deal, but because they talked about it in their nation. Talking about a deal is not something we should go to war over!
  24. I would agree...maybe thats what Rheas means to the programmer....but I don't see why they wouldn't just name it Yard turn speed which already exists.
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