Jump to content
Game-Labs Forum

Gimpy117

Ensign
  • Posts

    37
  • Joined

  • Last visited

Everything posted by Gimpy117

  1. well yeah it did sink in the great lakes, those can have big storms,rough swell...700 foots modern ships have been lost on the lakes even...but what you are correct that the first storm it encountered it founded basically undamaged.also i touched upon that really here: "can any ship really hold it's own against a snow"
  2. me wondering why a mast with 1mm left of wood still stands....
  3. nah i like the nuclear option. he who comes to fight gets to fight. wanna bring a first rate out to a 7th rate fight? sure. it's your ship you risk it. no limits. the sillyness with calculating Br's to an open world battle hurts the game. superior numbers just have to sit out battles because they cant enter....that's wrong but i get why it was enabled. it seems to protect ganking. people can pick targets that lock the battle and don't have to worry about the others that come to help
  4. so now i gotta use my trade ship, and waste the cargo hold and accept the minimal crew...or worse risk the hold contents to hunt other AI cargo that may or may not be there? also, AFK sailing seems risky to me. if you AFK you are asking to be lost
  5. you mean no reason because it doesn't fit your play style?
  6. I have guns on mine. I got jumped by two ships, got away....still no XP gain. literally got no XP. why? because a traders bring can't fight two trincs, hell can't even fight one privateer. with 60 crew you just get instaboard captured. lets get real here. people in traders aren't starting fights and nobody in their right mind would try to go toe to toe in anything bigger than a lynx
  7. I've noticed that trade ships can be tricky to level for knowledge, because the goal is defiantly not to get into combat. So, what about giving XP for knowledge from delivery missions? of course the amount would need to be balanced.
  8. fair enough, I just think the preponderance of in game meta can make it difficult for newer players, or lone traders in game. I'm just spit-balling ideas. I see too many locked battles where players cannot get assistance because of the way the game is set up
  9. make a perk/claimable device that can be used up to a certain level that, upon every PVP loss of ship has an increasingly higher chance of spawning a ghost ship upon PVP battle entry to assist the holder. Call it the Cursed Doubloon. the spawned ship maybe should match the level of the highest attacking ship? lots of details would need to be wrung out
  10. more specialized scenery would be great. regions like the US coast look too...tropical farther north
  11. I do think more things for small ships need to be done. maybe have special passenger runs there too
  12. 800 ton cargo missions are great, but, what about missions for smaller ships? with less reward of course
  13. turning off the lights is a must. give you away to easily at night
  14. gotta run some high value light items around or need a ride to some area without taking a larger vessel? we know EVE online has the shuttle, an unarmed hard to catch little ship for this purpouse...so why not a Mackinaw boat. https://en.wikipedia.org/wiki/Mackinaw_boat for example here is Serang, and original boat. and yes, it's a mini schooner https://www.handsondeckgb.org/journal/2018/4/4/serang-an-original-great-lakes-mackinaw-boat
  15. wow, you do very good work! whats her beam and length?
  16. wow nice! it would be great in this game if cannon had weight and we could mix and match like this for certain situations
  17. I know I know, wikipedia isn't the best source when it comes down to it...but is there any data to back up the claim on wikipedia that the pickle actually had 8 12 pounder cannonades? https://en.wikipedia.org/wiki/HMS_Pickle_(1800) also, where is my figurehead!!!!!!! (kidding)
  18. yeah, you just have to learn to aviod the gank I come from EvE and let me tell you, I am ABSOLUTELY PARANOID about ganking. you have to watch out and be smart about what ship you use.
  19. This is my first post, and let me say I really really like this game...and I think some of the Devs may have played EvE online and star trek online. and, I really like that BUT, we need ships for production, and land based resource collectors. The whole reason of ruling the sea is to get rich of all the things you can transport on it and take from it. I take this mechanic from EvE because it's a great system which, if done right in that game can be a way more viable way of making money than just farming ships for loot or missions. you see, in EvE resources are the basis for the economy. every ship in that game had to be made by someone, and every resource had to be gotten by somebody. sure, like fishing mining in EvE never really pays well (owning POS's by moons or being deft at production or trading does) but making all resources able to be generated by players from the base level of harvesting it, stepping up to refining it, and to final products of ships and weapons makes its easy for a player to find a niche in the market, or for a group to pool resources and become vertically integrated. If we want this game to have a huge potential of growth this kind of thing is essential for large clans of players to be able to build and replace ships they lose in battle. so my suggestions as follows: make dedicated fishing ships that yield a crazy amount more fish than a cargo or combat vessel. also add whale ships as well so players can make an early game buck fishing since we would have a glut of fish in the market, make food stuffs an ingredient in crafting most large things (like ships) / and or running resource facilities (you gotta feed the workers right?). make player run resource facilities. where trees, leather, crops etc. can be made and harvested. players would have to manage them, supply their workers and transport the raw materials to a market. this would allow for transportation contacts, raiding of said ships carrying the loot in PvP and a lot of activity to defend them. these resource facilites would be end-game money makers and very expensive and important things make the player owned resource facilities be conquerable. if you build a facility in an area that is good for trees, and another nation wants it? well it's time for a fight. I would think there would need to be some balance for smaller players or groups getting bashed by big alliances...but maybe since you need to pay to establish a facility from the king or government, NPC ships would help defend? Obviously a system where you can only shell a facility and wait for a cool down before invading a facility would be needed, and the land attack could be handled by a modified boarding menu. another good way to balance is allow other players of the same nation to pay a fee to use the facility (making more people with skin in the game to defend).
×
×
  • Create New...