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Raekur

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Everything posted by Raekur

  1. So your saying that within nearly 8 min of sailing at over 13 knots I would not be beyond their join circle, seriously??
  2. the join circle is not 6 minutes from the point of contact.
  3. Over 6 minuets into the battle these 2 christians joined the battle on either side of Anson. Considering the amount of time that passed this should not have been possible since the battle had been sailing away from the initial point of engagement. Arganaut made a comment regarding patch notes but I was unable to find anything that would explain how a ship can join a battle at a location other than the initial point of contact. A video showing the battle is here: Most recent patch notes are from 9/11 from Admin: Captains.. Small patch has been deployed today 11th September 2019 Main changes All ships (with the exception of imported ships) will be allowed to capture by the Admiralty on the War server. Oak, Fir, Mahogany, Sabicu planking has been allowed for NPC captured ships NPC captured ships will have from 1 to 4 upgrade slots (compared to previous 3). Increased the probability to get a better ship from the admiralty notes and for premium ships crafted ships still have a 3x higher probability to get a better ship Added the following ships to NPC fleets compositions Niagara, Rattlesnake, Pirate Frigate, Trincomalee Removed the following ships from NPC fleets Bellona, Santisima Trinidad Other changes Fire shock bug fixed - it is now correctly showing when ship is in fire shock, and is not showing when ship is not in fire shock. Increased the amount of people required to fight the fire from 6 to 15 per square meter of fire Increased the size of the fire that causes ship to go into fire shock. Speed for all ships of the line with the exception of bellona, christian and santisima (rare lineships) slightly reduced
  4. Interesting concept, but the possibility of abuse is massive. With established fixed ports you know where a raider can come from. This idea can also have a massive effect on generating hostility in enemy waters. Invaders could run a few hostility missions and then go to this micro port to make repairs and then repeat the process while non warships keep bringing in repairs and leaving the area. While supply ships can currently be used in this fashion they can not leave or hide while the fleet is executing the hostility mission. Imagine what the effect of this would be if the raids idea is enabled. Raiders hit a port and haul the loot a very short distance to this outpost, transfer the items to a waiting trader that is completely hidden and thus restoring full combat capability to the raiding vessels. Like I said, I find the concept interesting but as many players here have already discovered, if there is a way to use a concept in a manner in which it was never intended, someone will. And i think if you are going to leave a ship at this kind of outpost, if it is raided the ship should be lost as the majority of the crew would be on land not sitting on the ship. So either the ship is used by the AI to try to defend the port or it is destroyed outright. If you want to keep your ship, sail it to a permanent port instead of leaving it anchored next to a shoreline.
  5. Even if the person is able to escape certain doom from his ship becoming a submarine, unless he has a LARGE amount of repairs available, he will be near death if he is engaged right afterwards. I know that it used to be where if you were unable to get the leaks under control you could not leave an instance. Not sure when or why this was changed. Seems more like something to benefit the raiders more than anyone else since it is unlikely that a trader would be able to best the raider without sinking.
  6. How interesting would it be if you could transfer crew off a sinking ship. If there is a possibility of moving goods from the cargo area (repairs) then why couldn't crew be moved. Subtracted from one ship and moved to the other.
  7. Hated and hunted would only work if the devs put players names back on the ship information.
  8. This would be true only if the repair ship was in the larger fleet. If it was part of the smaller fleet it would be unable to repair a ship without being engaged. This would greatly depend on the amount of time required for it to initiate a repair. If it could sail up and drop sails and instantly initiate the repair and sail off, then it is not feasible for playability. If it had to stay next to the ship it was repairing for the duration of the repair, then it does not make this idea unbalanced considering that most repairs takes several minutes to complete and during this time both the repair ship and the one it is repairing are susceptible to attack. The biggest impact this will have is during port battles where the attackers are the larger force and can keep a few ships back out of range of the defenders. Since most of the ports have at least one circle right next to the port this would not work very well for the defenders as they have no area to retreat to in order to make repairs that will not be assaulted during the battle.
  9. While the idea is interesting, I would counter with being able to transfer repairs between ships instead. The reason for this is what happens to your idea if someone brings in a small fleet of basic cutters which require no repairs to actually repair a ship?
  10. Raekur

    Bug or cheating

    This is an issue that has been brought up before a few times. The issue will not be investigated without a video of him disappearing. Was he within about 40k of a friendly/neutral/freeport? So basically if you are hunting players within enemy waters you can expect this to occur, if you are hunting raiders within your own nation waters then you need to get video evidence as a screenshot will not be sufficient. You can look through the tribunal section and find several entries regarding this exact topic and see why I say that a video is the only way to prove it. The video will need to show your position (Sextant Perk needed) and the target vanishing.
  11. Chailang reminds me of a description of a gang when I was going through police training. Within a gang there is the guy who is an actual threat, he will be the one that never says anything because he does not need the rest of the group to actually inflict damage, he has confidence in his abilities. Then there is the little mouthy one, this one is the one that talks and talks and the only reason he does is due to standing in front of the guy who never says anything.
  12. I dont know what history you are reading about or smoking but on pvp2 GB didnt hide, they worked with the US to keep the pirates busy, maybe that is why they didnt bother with denmark. Perhaps that and the fact that denmark was on the far east side of the map. I vaguely recall some small groups of gb going down there but it was very few and far between. So if GB was attacking you, it was probably due to your comments towards some of the leaders of a few GB clans. I dont think they would have bothered with it otherwise.
  13. It was also the system that prevented the pirates from steamrolling over britain on PVP2. And it was the pirates that complained about the alliance system and that the US and Britain were not fighting each other. The reason they were not fighting each other was the simple fact that if they had, the pirates would have wiped both out in short order. The problem now is that there are only 2 possible outcomes without an alliance system, either russia and the dutch wipe everyone else out and the eliminated nations join them or the eliminated nations players stop all together leaving only the 2 to fight it out or there is another server wipe to try again. Either way the server population will decrease as with the wipe all nation will suffer losses in players as they do not want to grind up these insane costs of building up again or most may turn around and switch nations and repeat what has already occurred. TLDR for those few. The game is not going to survive without including an alliance system. Does that work for you @Beeekonda
  14. Does not count for much when they are on opposite sides of the map. Also does not help with players switching to russia and using its power base to attack the nations they left.
  15. Well the point he is making if I understand correctly is not for players to move but to bring back the alliance system so that the smaller nations can team up and work together so they can survive the onslaught of the bigger nation that seeks to exterminate them. With the frontline system in place it makes it where it is near impossible for a single nation to try to recapture a port if they already lost most of their heavy ships trying to defend it in the first place. Right now russia can afford to throw 1st rate after 1st rate into a battle and not worry about losses, the same can not be said about the other nations they are attacking. Russia has taken the george town ports for the simple fact of being able to put constant pressure on truxillo and south coast cuba to further hinder britain's chances of being able to mount a counter offensive to retake the port. I am just waiting to see how long it will be before the pirates sweep across south cuba and eliminate the british ports there. Then if russia blockades or captures the truxillo area, who will they go after next.
  16. You forgot the ex-pirate clans as well. It seems that as russia gains more ports, they also gain more players thus increasing their momentum. There are some it seems that hop to russia because they are tired of getting farmed/ganked every day. The eventuality of it all is that if russia breaks britain or aids the dutch in breaking the US, chances are the population will drop to either its lowest it has ever been (since players will leave due to the high cost of trying to rebuild anywhere else) or will switch to another nation (Russia, Pirate, or Dutch) so that they can sail without getting clubbed to death by a 15kt Wasa. While it is not really Russia's fault and is just a normal part of the makeup of the game, it brings up the question again of how far will a nation get before the devs reset the map to lessen the chance of players leaving and never returning. A game is fun as long as there is hope for a comeback, but if your nations resources have been depleted and the ship that normally supply your main base keep getting sunk, people will slowly move towards the attitude of "whats the point". How many weeks or months of only able to trickle in resources does it take to just say to hell with it. Now the new aspect of being able to capture 1st rates may lessen the impact for it will be short lived as the ability to capture said throw away's will decrease as the crafted ships used to capture these ships get destroyed from getting caught and sunk. The main thing is, the "impossible" nations should have been removed when the wipe occurred since their original stated intent is not really valid any longer. Since they do not have an area to protect from the beginning it is far easier for them to go capture a county capital anywhere on the map, this was proven when russia captured 5 of them within a day after the wipe locking down the ability to capture about 25 other ports in the process. Now with the frontline system, if they capture a county capital they can wipe out the entire region under its control before anyone has a chance to recapture the county capital. This is the culmination of the various "new" ideas that the devs put into play and just how they interact with each other to produce a near unstoppable force.
  17. The rate of drop it seems has decreased quite a bit and the Fisher perk does not increase the chance of a bottle, only increases the quality of the fish caught.
  18. Joke: Yes because clearly you are not an elite captain. was your primary ship crafted from an elite note?
  19. What about a combination of the email system (to send the notice to an officer) and the contract system. An officer receives the email and fills the request in a fashion similar to the contract system. Problem is that the system needs to be isolated to a specific port otherwise the system could be used to move materials if it is coded badly. Maybe embed it into the clan warehouse interface and in order to retrieve items it can only be done at the port that contains the warehouse.
  20. Couple issues, the bare minimum number of requests per day would have to be higher than 10 in order to build a ship and that is not including guns or other upgrades. While something desperately needs to be done about the crap of a warehouse system we have currently (15 line history is pathetic) the best option currently is to just email an officer the complete list of items needed and wait until the officer can hand them over. I doubt seriously that the game will ever include attachments to email or if they will spend the time to make the inventory management system more robust than the tin can and shoestring technology it is currently.
  21. So it looks like having a history of joining a nation and then stabbing them in the back when they wont bow down to your wish to attack your old nation is finally coming due. Other than that, being able to select what bonus you want as a crafter is an interesting concept. Maybe keep the pool of options based on the port and have the crafter be able to select which one/ones to include with different effects on the ship stats (keep sail bonus to increase speed but not take hull since it would add weight and slow it down)
  22. I dont know if it has been asked or answered just yet, but how exactly will the AI Raid work. Does a port battle show up on the list a few hours before the window or do they just sail in during the time window with little to no warning? How far out from the port will they spawn?
  23. I dont know about any trash talking regarding crafting, I know there has been a lot of upset players due to some entire clans switching to Dutch and coming back to the british ports to raid traders and such. My concern is that this idea will not pan out the way the devs think it will and I don't agree with the admin's thoughts that the 3 largest nations have sufficient forces to combat the fleets that the AI will be sending. I agree with the previous idea that initially the fleets should have been 5th rates to test with before dropping a mass of 1st rates in an area.
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