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Blaatand

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Everything posted by Blaatand

  1. I actually think SC has a better model for player interaction and funding... hell ... I have a hangar full of ships there waiting for release so have 10 times more money in that game than the measly funding required here. Devs should also visit the SC site to see a different way of both funding AND presenting results and plans
  2. Neither do they here!!! For gods sake how many people need to explain this to you? Does anyone have a scissor and some cardboard to make him a model explaining this? You are being labeled troll now so only risk nobody listening when you actually have an input to this game
  3. I actually think it's a great way to get more ships - let those who are willing pay to get them build - everyone ingame will benefit regardless of funding source. BUT........ I DO NOT LIKE this sentence: If this event is successful we will set up such events for other underrepresented national vessels too. ("other" underrepresented nations???? Americans are not underrepresented!!!) I will gladly fund a Danish ships pack but as I would never pay to get more American ships this might never happen!!!!????!!!!!!????? Why should we pay for MORE US ships before we can get what many are clamoring for: small nation ships!! ???????????? I sincerely hope this statement will be changed. I will pay most of a development pack of Danish ships myself if I have to and contribute to Swedish and dutch ships - but keep me out of more American vessels!!!! And an in game shop for paint and trinkets would be great!!! BUT NO P2W
  4. Agree with the price of rebuilds and should be exponential for each rebuild making people retire their old trusted warhorses (seahorses??) Very much agree with ship names but under heavy moderation - maybe only from drop down lists where you can apply to add names.... "spotted dick" might have been a dish aboard those ships but not really suited as a name.....
  5. Yes Presently all ships speeds are given based on a given wind speed. But different rigs hold up to higher wind pressure and on a theoretical level ships will max out on speed based on size (rough rule of thumb is waterline in meters is max hull speed. Opposite holds true for low wind where some hulls and rigs will be incapable of going into the wind. Period!
  6. When the Danish King went on the maiden trip on the 2nd rate SOL Christian he was amazed that it outran the frigates even without the topgallants. This is recorded. Historically we have a lot of data on ship speeds but problem is often that these are with regional outfits (brits outfitted heavier than most and got slower ships). Even so the game is advertised as being historical in ships designs and some work should be done to reflect this in builds, outfits and abilities. Remember that there are several factors deciding speed (lets leave wind out as we look at similar conditions) Construction (emphasis on different characteristics should allow for difference in speed, maneuverability, rigging strength, stability and armor) This should be the main factor Mods (extra sails, copper plating, planking etc.) This should be secondary factor Abilities (Olympics in sailing is done in identical boats but abilities in handling makes for large spread in results!!!!) Tertiary factor but not insignificant! When the Devs redesign ships construction I hope it will follow this general outline?
  7. I don't get you....??? Renders??? speed in battle instance is 1/1 and the fastest ship is 14knots - that means 14NM in one hour.... I have also done that and it "rendered" fine - running from a pirate fleet with my trader for an hour and a half..... and they were waiting when I got out .......
  8. because PVP is the only way of playing and everyone else are noobs and fools.......... Deep sigh
  9. Dear Sir (for the lack of better wording Bring you esteemed vessel to our fair Danish isles and we will give you a fair battle
  10. Most honored Don Inocencio I couldn't have said it better myself! Many of our ancient dane scrolls describe his like and in words I would not bring to my mouth but lets say he would be the one who "stood good for chopping". Besides that I plan to bring my crew to visit your little sisters - might teach them some Viking tricks if your honor would permit?
  11. @sruPL @Grundgemunkey Everyone else is civilized here - why the hate????
  12. Really??? I have met a few motor sailors lost but that's it. As an IRL circum navigator I couldn't disagree more Lat long should be exactly that LATITUDE, Longitude - I often get confused with the unconventional layout in NA!!!! Many treat 1700 hundred navigation as if it was primitive but I have actually entered ports on pacific islands using charts marked in the bottom with "last updated by captain cook" (Latest edition English charts). I also used sextant on my first circumnavigation and found that precision would be as good as 2NM on clear days OW: Personal fleets (Skip it) / introducing convoys instead. NO. But make it to protect traders only: player AI fleet if ONLY warships for a trade ship or traders for a warship (these traders can carry goods)
  13. As an IRL circum navigator I couldn't agree more Lat long should be exactly that LATITUDE, Longitude - I often get confused with the unconventional layout!!!! Wind is the same issue - see above ALSO: compass shown is ok wind but NOT representative of a steering compass - a horizontal bar below the wind rose should show steering with at least 5 degree resolution!! Many treat 1700 hundred navigation as if it was primitive but I have actually entered ports on pacific islands using charts marked in the bottom with "last updated by captain cook" (Latest edition English charts). I also used sextant on my first circumnavigation and found that precision would be as good as 2NM on clear days. For voyage planning it would be simple to add a couple of tools to the Map: protractor, ruler and compass rose. VERY little programming but realism for those of us who actually enjoy sailing and like the realism of sea voyages. I would also think that a crows nest repot would aid people sailing semi AFK - shouts of sail ahoy when sail is sighted in the horizon.... especially traders would appreciate this!!!
  14. Yeah - National navies had standard setups. The Danish fleet stolen by the brits were all outfitted with heavier guns and all became slower. But ALL ships had the capability to clear the aft cabin and roll out aft guns - I am not looking for unrealistic loadouts - I am in fact looking for the realism of adding stern guns - choosing lighter calibers but directly in the build. So actually increasing cargo capability for max gun size - or shifting ballast for added stern guns. And yes - also excited to see devs solution as they have hinted at some of my ideas.
  15. Sorry - forgot about that. Rebuild of ships should be exponential and time depends on Rating.. i.e. a frigate takes 2 days first time - then 4, 8, 16, 32 .... days - people can keep their pixels but at outrageous costs
  16. Hah - your lucky! I used to wish for 380......... We used to send the pings by donkey (Sorry - couldnt resist - Working in China and here 500 is a good day and 800 normal)
  17. Lets elaborate a little: Options on new shipyard page: Build or upgrade ship (costs time and not grinding to enhance gameplay) Modify ship (copper plating should be integral part of ship so of course done at yard) Rebuild wreck (One durability on all ships but wreck is delivered to Yard) Study design (design study should have option to study ships design - BP - or enhancements only at less time cost) ship studied is destroyed in the process All build, upgrade and enhancement function should be tied to captains and crafting level of crafter This has numerous positive effects: Tedious grinding is removed Number of ships will be easily limited by setting different construction and upgrade times for each ship Rating All have the option to build and thereby sell top level ships but as the time cost is large high quality ships will be a source of income for new and casual players. Hardcore players might have to settle for some ships of lower quality again giving newbies and casuals a sporting chance No more tedious build and destroy to get BP's..... but you need to capture or buy the ship you want (NPC sold ships should be limited to the basic free designs so people actually have to capture the high end ships to get BP) Enhancements are now also BP based so you need to capture a ship with this enhancement and study it to be able to build it. This gives business opportunity for those good at capping. One durability means take care of your ship but you will be able to rebuild it at maybe half the cost in mats and time. Some of this is hinted at by devs as Hodo points out but not all and not in specifics. I personally think this model solves the current gripes about grinding, timesinks and lack of PVP while still limits the high end ships. Also many complain about BP accessibility which should also be solved here. Please give inputs?
  18. I think the dev team is violating a core rule in R&D change only one interlinked parameter at a time and avoid interlinked parameters where ever possible!!!! - if not you have NO WAY of tracking what worked. Last patch severely broke the test by keeping BP learning interlocked with ship production quality. In other words - the result in what people will build and sail is worthless as the determining factor in most cases I know is that people do not want to waste production materials (fine woods) without getting new blueprints. As we all know we will loose all BP's at reset next year whats the point in testing that any more????? Give everyone all BP's for now so we can test ships and other factors without the influence of BP learning! This is simple research procedure and should have been done a while ago. (worked as R&D engineer for many years with several international patents in my name so know what I talk about here) It annoys me when testing and development is done haphazard with no discernible pattern or logic!!!! EDIT Have made a thread in suggestions on how I think issues should be solved:
  19. Just spent 2 hours reading through all..... I like the proposal but like others warn against throwing all away at every patch - try a little tuning. From threads: Fleet should only be available in 2 ways: warships to traders as protection and traders to a warship (providing the fleet trader/s can carry goods) This will promote PVP as you can defend your cargo (either way) More flexible ships crafting would enable traders to protect their vessels better - i.e. dump main guns and only carry a couple of large stern guns - or faster warships with reduced gun sizes. Personally I started in PVE world but it got boring so changed to PVP 1 which is fun but sometimes tedious when you get jumped while moving precious cargo and have NO chance of running or fighting. In the end I think the aim should be to have no PVP PVE distinction between servers - more diversity and people on a server also means more fun. as for crafting - trim the fine wood thing - better system would be to remove it and let ships be crafted in real time.... i.e. crafting a frigate takes 1 day but you can only build a green updating to blue takes 2 days to purple 4 days and golden 8 days times are sample only - but then number and quality will suddenly start to diverge!!! edit: oh - all ships one durability - wreck is delivered to Yard and can be restored with materials and time.
  20. Thanks - I read that a long time ago This still looks mostly like on off switches and not gradual selection like what I propose. Further more it does not mention gun placements or sizes . What I propose is more flexible AND includes a model for improving ships and learning BP's that is far more realistic. As site Manager at a Large shipyard I actually know a lot about shipbuilding :-)
  21. I've read all the plans and I do not see anything fluid. Again - if all is chosen from a list it will be the same options picked, not the fluidity of a real outfitting. They do talk about making the ship more important than upgrades and reducing upgrade slots but then you need to go all the way with a system more like this. Also this system covers all ship areas - guns where I want or need them, BP's are learned by finding a vessel and studying it, modifications or quality upgrades are made directly to the specs and takes time.....
  22. No OW - we are many who would leave - I second Anne Wildcat : Go into the battle screen and stay there.... Leave OW to those of us who like that pace
  23. I advocate a more flexible construction/modification feature in the shipyard. I want to be able to trim the ship fitting my play - in this case making my traders fast, dumping all main guns to achieve more speed and fitting a couple of HEAVY stern guns to slow down pursuers. The ship mod section (and initial construction page) should have sliders to select weight, speed, gun sizes, gun placements, rigging quality, hold, powder storage, ammunition, crew selection (number of gunners, sailors, marines...) and all of course having results in speed, stability tonnage and so forth shown... Then I can make fast raiders with light broadsides, speed traders with only stern guns or heavy Corvettes for pirate hunting.... All in all this will make gameplay more interesting as all will have different preferences, so you never know exactly what you are up against. And in fact more period exact - just look at how all the ships stolen from Denmark were outfitted with heavier armaments by the brits and thereby got slower..... regional bonuses and some upgrades could stay in slots but many would be better integrated here
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