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Captain Hammered

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Posts posted by Captain Hammered

  1. o7 folks!

    You know, some folks on here make superb videos of their NA gameplay, I really enjoy watching them, and I would like to do a few of my own.

    Unfortunately, both my tools and skills at video recording are...well...crap. :D

    used to use Bandicam and Micro$oft Movie Maker back in the Win95 days, but there HAS to be better technology available.

    (And, apparently, M$MM doesn't exist in Windows any more. Figures.) 

    If anyone could offer tips on programs, techniques and thoughts, I'd really appreciate it. :)

    FWIW, here's my latest attempt done with Xsplit: No title, no narration (I was really having to concentrate on the fight), dark and blurry. In other words UGH - I'd like to do much better.

    Thanks folks :)

     

     

    • Like 1
  2. I personally agree that upgraded-level ships should be rare, and that rarity should increase based on the level - but I mainly agree with the OP: the current random system is, IMO, very poor and not conducive to good crafting play. 

    I completely agree with commenters: 4/5 and 5/5 ships should be exceedingly rare; and other attributes with varying levels of rarity - but a purely random dice roll should not be what determines the result.

    My personal thought - and I do understand this would be very difficult to implement; just spitballing here - would be to add a 'modification' slot to the crafting screen. A mod could be added there to provide extra levels - but those mods could be insanely difficult and/or expensive to craft.  I dunno - 'cramped' (for instance) could require 'hammocks' mods to the equivalent of 10% of the ship's crew: 300 men, 30 Hammock mods...or something like that. Just offering ideas. 

    I'd personally like to see Fine woods come back - un-produceable with buildings; must be taken from ships as before - and those woods could provide slot upgrades. 

    A crafter could possibly require specific training (another XP list) to be able to craft a single upgrade - and be unable to produce others - indicating a specialized Master Craftsman.

    These are just ideas; not firm thoughts on what should happen. The point is that there are definitely ways to improve the upgrade system - a random roll just doesn't do a very good job.

    Cheers!

  3. On ‎2017‎-‎02‎-‎22 at 3:42 AM, Hethwill said:

    Hence different models behave differently. Many runners if kept unchecked will go out of position really fast and drift too far - Trincomalee being the fatal example - so keeping he under a good manual leash is essential. Constitution as well as she likes to pick up speed as soon as possible although being heavier she can hold a firing angle better coming out of a dead on wind.

    Precisely - fights are all about position; and position is all about energy. I've lost many fights to a smaller, nimbler opponent because that opponent was simply better than I was at saving/spending energy in the most efficient way. A particular French player has beaten my Frigate twice in his little Surprise off Carlisle because he was better at positioning. On the positive side, a Pirate player who's killed me three times in the past went down with his Connie crushed to kindling two nights ago (VERY satisfying!) because I was able to use the wind. I love this game; different models have different abilities, each one has strengths an individual player may use to find his/her personal 'favourite' ship. Even the cumbersome Trinc could be a devastating platform in the right hands; you never know. :)

    In the end, ships have their advantages, but player ability wins out every time. Marvellous!

     

    • Like 1
  4. The gif above is ideal for learning tight tacks; but tight turns are not always the most desirable. Tight turning loses speed and in both a stern chase and a closing fight speed is valuable. My personal recommendation - with no authority behind it; just 20 or so Pirate kills - is to use manual sails ONLY in tight tacks and when acceleration is not immediately valuable. IOW if you turn on a Connie and she's not smack at your close-hauled position...wait, settle into the new heading, let yourself build up speed; turn towards him WITH AUTO SAILS ON; get maximum speed - THEN hit the bastard and depart at max speed as his return fire bounces off your bulwarks.

    Manual sails are a fantastic advantage; made more so by knowing when not to use them. Remember that a turning fight and an energy fight are two very different things.

    • Like 1
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