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Gimpy117

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Posts posted by Gimpy117

  1. On 2/12/2020 at 8:55 PM, Lars Kjaer said:

    Actually the endymion was by and far not the best 5th rate. The connie had more firepower, more hp, better sailing profile.. The Endymion could basically only sail in a straight line when they added her..

    The redoubtable is not any better than the Bellona. Just check the map tool. 

    The Snow is not "mediocre", it's the best in class by far, it outperform any other 6th rate, has a magical turnrate, 32pd carros and only slightly less hp and carro weight than the Niagara.. And due to it's insane turnrate the snow will always be best in class.. Actually @admin could you please revisit the snow? I won't say it should be realistic (as in sink immediately after being crafted) but it makes 0 sense that the best 6th rate in class sank on a lake, in it's very first storm... on a lake.. and it just happens to be best in class.

    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"

     

    • Like 1
  2. On 2/23/2020 at 5:04 PM, Liq said:

    Are you playing Naval Action? What you are asking for is already in game and has been for quite a while. Battles are first open for 2 minutes for anyone to join. Afterwards the battle is open for 20 minutes for the weaker side, until the BR difference has reached 13% (iirc).

    This change together with the privateer fleets was a good addition to a healthier pvp game. No more noob slaughtering around capitals and way less mass ganking around free ports, because you can now actually help out.

    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 

  3. 9 hours ago, Angus MacDuff said:

    If you want to open slots, go and kill AI.  That's what people do in major warships, so why not in traders.  A TBrig can easily kill other AI TBrigs, and an Indiaman can be a great combat ship against AI.

    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 

  4. 12 hours ago, Sea Archer said:

    The ships knowledge will increase, when people start putting guns on their traders and defend themselves when attacked. No need to give for travelling. 

    Imo the travelling xp can be completely removed.

    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

    • Like 1
  5.  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 

  6. On 1/24/2014 at 10:39 AM, Ned Loe said:

    Ability to extinguish lights on the back of the ship at night.

    Ability to send flares.

    Captain cabin like one in AC Black Flag.

    Ability to hoist different flags anytime.

    Crows nest on the top of the main mast to view greater distances. 

    Ability to change, paint figureheads and ship hull.

    turning off the lights is a must. give you away to easily at night 

  7. 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

     

    surang_mackinaw_boat.jpg

    • Like 1
  8. 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:

    1. 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
    2. 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?). 
    3. 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  
    4. 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).     

     

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