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Farrago

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Everything posted by Farrago

  1. I get what you’re saying: Kent’s Bolithio does feel like lighter, easier reading. I’m unusual and just getting around to Aubrey-Maturin. I’m about 2/3 way through Master and Commander. I find it tedious at times and have yet to decide that Aubrey’s my hero. The guy’s a self involved ass and not a particularly complicated one at that. But the jury is still out. Anyway... Alexander Kent... have you ever read any Louis L’Amour westerns? It’s sort of like that. The tales are wild, the heroes are real, the villains dastardly and there has been some research involved to give you a feel for the era. Fun.
  2. Makes sense tho didn’t they nerf leeway to almost nothing after testing it. I’d love to see it back.
  3. There should be an incentive to surrendering but not one where you get to keep the ship UNLESS the player you are surrendering to agrees. Idea: Surrender brings up a trade window with the capturer and the captive. On conclusion of a successful trade, whatever the captive has left (possibly the ship and any remaining cargo) is transported back to nearest friendly or neutral port. Obviously if he gives up the ship, all of his cargo is lost as well. This would allow the capturer to be paid a ransom in cargo, the ship AND cargo, some cargo, reals, doubloons, or victory marks. A minimal reward in reals is given to the former captive based on the number of crew lives he saved by not having them go down with the ship.
  4. Dutch Refit for Large Trade Vessels (and only Trade Vessels) + can sail in shallow water and use shallow water ports + 10% Cargo Capacity - Heel +5% - Stay sails power -5% - Turn rate -3% Permanent Mod to 5th Rate LGV 5 Grietje van Dijk 100 Dutch Peanut Butter 100 Dutch Laudanum 100 Dutch Cacao 5 Catfish (because you’re pretending to be something you aren’t) Permanent Mod to Indiaman Same pro and con 10 Grietje van Dijk 1000 Peanut Butter 1000 Laudanum 1000 Cacao 20 Catfish Clan [SNACH] but in honor of back when I was Dutch [VNM]
  5. While I agree that another couple of free ports would be good for game play, with speed boosts, there are very few 3 hour sails in the game. Certainly not required for conquest.
  6. Could the goal also be accomplished by raising the minimum amount of damage required for a shot to be considered a tag?
  7. I would imagine this is a relatively rare “problem”. A simple solution which would solve the also rare problem of newbies completing the exam in an inconvenient port where they don’t want all those rewards is make the repairs and ships rewards and XP rank arrive as redeemables instead of appearing in your warehouse.
  8. Unfortunately your solution would be very easy to abuse: I’m in trouble, I kill my Internet connection. I’m afraid that if you have a bad connection, it’s not a great time to play.
  9. Not admin... But if you have yet to read elsewhere, there is no longer the requirement to capture a county capital before going for its subordinate ports. Hostility can be raised on the 3 nearest ports.
  10. And then you can Very quickly gain rank, buy or build really big expensive ships, and sadly lose them rather quickly because you’ll not have gained skills with your rapid promotion. A legitimate and useful variation of this would be to sail group missions with more experienced players. Learn and fight with them. Even if you don’t gain the kills they do, you’ll gain a bunch of useful knowledge and XP.
  11. Would love to see this clarified. @admin if a player surrenders and you sink the surrendered ship, do you receive the equivalent XP of 100% damage?
  12. Agreed. There should be some motivation to saving the life of your crew.
  13. I wish Loki players would take over the AI I’m fighting and just surrender. It would save a lot of time. I’m pretty sure a surrendered and then sunk ship earns 100% XP plus it’s then a PVP kill.
  14. I like this suggestion tho it would be cool if the fire ship appeared normal (crew and cannons) until it had closed to a certain distance of an enemy ship.
  15. This permanent mod for small ships is inspired by Leonardo DaVinci’s Ships Cannon With Shield. The idea here is extra shielding is built that helps protect a ships bow and stern chaser guns as well as helping protect crew. The shielding is lowered when not in use (open water) and its design in this position helps stabilize the ship but has the expense of lowering speed. The angle of the shielding helps to deflect or bounce shots. DaVinci was thinking small ships; so should we: Permanent Mod for only 5th rates and smaller: DaVinci Cannon Shielding Clan: [SNACH] Can these pluses be applied to just shots on the bow and stern as this was DaVinci’s original concept? Crew Protection: +5% (is this splinter resistance?) The shield protects crew Cannon Protection: +5% The shield protects cannons from being destroyed or dismounted Increased bounce: +2% (from increased bow and stern thickness?) The angle of the shield deflects shots Open water characteristics as the shields would be down when not in combat: Ship Speed: -3% Crafting Recipe: 2 x Historical Artifact (it is a DaVinci design after all) 100 Oak Logs 50 Iron 25 Coal I don’t have a great handle how the various numbers work in this game so hopefully you get the meaning and would adjust as necessary. I’m thinking of a mod that would be useful for a small-ish ship in PVP but not OP. If you wanted to get really wild, you could make an Elite Version of this which would require much more coding I assume. DaVinci thought this would hide the armament of a ship from the enemy, perhaps until it was too late. What if mounting an Elite version allowed a much more powerful cannon to be placed in the bow or stern spot? For example, instead of 6 pounders, you could place 24 pounders. In which case, I would require at least 5000 doubloons more to the recipe. DaVinci’s Cannon Shield
  16. There should be a difference between a purpose build fire ship and a ship that simply blows up because it was on fire. A fire ship should have a devastating effect within 2-300 meters at least. Crew casualties, down masts, decimated sails, massive fires from flaming debris. It should also be difficult to control, and have a minimum crew... just enough to handle sails. A regular ship which explodes because the fire could not, or would not, be controlled should make smaller explosions.
  17. Time for some more post battle sailing lessons for my captain(s). Thanks for posting.
  18. You can’t TRADE passenger or cargo missions but you can CAPTURE the missions and then make the delivery for the original reward.
  19. You can only enter a shallow port in a shallow draft ship. For traders, that means a trader brig, trader lynx, trader cutter and (previously forgotten) trader snow (thanks @Angus MacDuff). Unfortunately there is no equivalent in game of off shore unloading unless one used two players or an alt.
  20. In a port where you have 2 or more ships, right click on the ship you want to send to fleet and select “Send to fleet”. In the same way set another ship to main. Before sailing click on the anchor(?) icon and add crew to each ship. By default you can add one fleet ship with your main. With the fleet perk + 1 that you have, you can have two fleet ships. Be advised: You can not have more ships than you can crew so if you are lower rank you will be limited on ship size and number of your fleet. Basic cutter can not be a fleet ship. Fleet ships fight using their actual wood build, cannon load, and permanent mods. They do not use knowledge slots you may have opened.
  21. Not sure, but I thought I learned that long, long ago but I can't point to documentation. (Of course, there is very little documentation to point to. LOL) Difficult to test as one doesn't know how many crew one would lose if they were not on repair. Perhaps some others can share their opinions.
  22. Note to go along with @rediii’s advice: while doing a repair, your crew will take more damage than if they are not executing a repair.
  23. I haven’t found this to be true. The bursts allow faster open water travel over long distance providing you pay attention to the map and tack over to each burst point as necessary as you go ultimately to your destination. It’s not needed to go from Nassau to Frozen Cay. It’s sort of a (quite imperfect) recreation of how during the age of sail, ships might have to sail north then southwest, then northwest just to reach a point due west of their original location.
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