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Sea Fox

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Posts posted by Sea Fox

  1. I don't play with mods....at least I didn't. I just get sunk allot and always hope the devs someday get rid of them....but that is as likely to happen as the devs doing anything to promote solo play.

    So I play A LOT less than I used to....so I guess I'll spend hours getting mods like pirate rig refit rather than hours building ships to be sunk

    So what ship and what mods (mods oh pressious mods) is the fastest upwind?

  2. 6 hours ago, Ink said:

    What is your character name?

    The sea foxx great Britain. But I don't think my main the sea Fox (pirate) got any for a workshop in Mortimer town

  3. 6 minutes ago, William Death said:

    Agreed. People will go out, do one or two battles and sail back to port because they can't afford the speed nerf to carry enough repairs to stick around and fight, and they don't loot enough repairs because nobody is carrying extra (because it kills your speed and speed = life for OW PvP).

     

    And the best part? All these "historical references" getting thrown around lately...but nobody wants to talk about the silliness that is more weight = slower ship. In reality, ships have to carry enough weight (either in cargo or in ballast) to get to an acceptable waterline range. Too little weight and the ship floats too high and has lower stability, in extreme cases even risking capsizing.

    This is why ships carried rock ballast (beyond keeping them upright when empty). When fully loaded with cannons, supplies, cargo, etc for a voyage, if a ship didn't reach the desired waterline, ballast rocks would be loaded to bring her to an acceptable draft. Hence, the creation of literal miniature islands made of discarded ballast rocks. You would, of course, gain some extra speed by being lighter...but a warship wouldn't make a habit of sailing from port without being ballasted properly.

    That is why pumping the water over the side and scuttling cannons was a last resort trick for extra speed: not only will your crew be without supplies and your ship defenseless, you're also risking your ship's ability to stay upright (but better for a captain to risk it all and lose, then to not do everything possible and subsequently be executed at the ruling of a court martial).

     

    Hence, why repairs should be in 'kit' form as they used to be. Every ship gets maybe 10 slots built in for kits. You fill that up from any port. If you want extra repairs above that, you can carry kits in your hold, which can provide a small decrease in speed. Maximum speed decrease for full hull vs empty hull should be less than .75kn, IMO. Need to stop punishing players for wanting to carry enough repairs to make a long voyage. Stop punishing traders for carrying their designed cargo capacity. 

     

    But, whether repairs are weightless or super heavy, and whether repair mods can stack or not; it doesn't change the fact that unlimited repairs in battle is BAD for the game. Even with no repair mods, you can get most of a mast back, or 25% of your ship health every 12 minutes. And seriously, what noob out there is sailing in a combat-fitted ship without the carpentry perk for +4% repair?

    And don't even start with the rum repairs that let you repair more crew in the battle than your ship has (somewhere I saw a screenshot where a person had raked more than 650 crew off of a Bellona, but the Bellona still had a fair amount of crew left). The necromancer was working overtime on that ship.

    Reposted because I agree with every word

    • Like 2
  4. 1 minute ago, Angus MacDuff said:

    The swivels are what murder the crew.  I was shooting close broadsides into the guy and killing 12-18 crew per shot, while he still had armour.  Plus they reload very fast.

    I took out a fleet of 3 indiamen (with help of my fleet) in open waters it was a two attacks. But yeah it's awesome.

    For me in a solo hunt I can go deep into enemy territory and hunt (and hide) and the ocean is my oyster 

  5. 9 hours ago, Latron said:

    I also got an lgv refit recently and I like it a lot. I likely won't be able to use it much in pvp even though I'd like to try it. I can't get pvp marks very easily. If it cost combat marks then that would be way better.

    I had a teak/teak one but was not fast enough. I decided to jump into a battle (herc vs basic cutter). Wasn't concerned about the ship (I was going to sell it) 

    It took him an hour to kill me and if I had more than one fleet ship he'd be dead instead of me. But I learned a lot in the battle. Cannon balls bounce off quite a bit (even the fir/fir hold up decently.

     

  6. Safe zones should be big and safe and good for nothing except guaranteed safety. That will encourage venturing out.

    Also combat missions or trade missions should be rewarded with high-dollar mods (precious mods - Golum). This will help players to learn the value of mods and maybe help them in battle.

    The plain truth of the matter is if you don't want to be ganked you need to be in a clan and run with people, or do like the solo player and find your own way to play alone and survive (also known as extreme difficulty level 11)

  7. I don't RVR because "no teamspeak" and other reasons. I do follow it. And just from an outside opinion instead of a map reset why not have, say 1-3 HOT SPOTS? Like the cartegena tar port.

    Consider an announcement in the email to all players.... "Rumors of major copper viens discovered in xxxxx port". That port is now VERY valuable....after 3 months or so have it moved to another random port.... change cartegena caulk to something else and move it around the board every couple months.

    This would shake things up. Also the season times for this would have to be random and unknown

     

  8. 8 hours ago, William Death said:

    Counter to AI chainshot spam: Chain or demast the AI (which cannot repair).

    Remember too that if the player has more than 1 AI ship, he has sacrificed more perks than the standard fighting setup (1 fleet slot) to achieve that, so he may not have carpenter perks, double shot/charge, prepared, determined defender, etc.  

    Instead of focusing only on the benefits of sailing with AI fleet, let’s not forget the drawbacks associated. And at the end of the day, it’s still just AI and not too hard to outsmart. 

     

     

    Moving back to limiting ammunition and repairs. I agree with @Gregory Rainsborough either bring back unlimited chainshot or limit repairs and limit grape as well. 

    Well said Mr Death! (I'm still not over you sinking me though)😕

    • Like 1
  9. 5 minutes ago, Sir Texas Sir said:

    What I"m not getting is when did this suddenly become a problem. Half the time I see AI in a battle it gets sunk cause it's a small ship in the middle of big ships.  Or it's so much in the way it's a pain.  Never seen folks chain some one to death with an AI, so this must be something new with some folks testing.  Personally I hate the demast option cause half the time my AI is shooting nothing but ball and missing almost all it's shots and not hitting mast (slight damage to sails).

    Ai fleets are strictly for for defense. They are too dumb to help in attacks

  10. 1 hour ago, admin said:

    Ai cant aim shots well and cant decide when to do it. Thus if we spend a week adding ai chain shot limitation it will basically mean we removed it because i will just waste during those 2 attempts.
    So the easy quick fix would be just to remove the demast button. 

    No. Ai fleet should stay the same...even add grape shot button!

    Fleets make rank mean something. I fleet 3 endys with my main endy... When I hunt I don't fear the gank squads as much....they may take a fleet (none have ever capped one yet only sunk them) but I escape almost always

    If mods applied to fleet actions they would be even more valuable prize to cap.

    Fleets slow and sometimes stop the predictable outcome of a solo sailor encountering ganksquads

     

     

  11. Do away with mods. Make every ship 5 slots. Turn the mod or upgrade into a permanent installation of the newly crafted ship. Instead of cartajena tar upgrade it is built into the ship. Crafters can then build a totally customizable ship with different woods and different upgrade component features. Crafters will be happy and certain ship designs will actually be worth money. 

    This will bring the ships value up higher than the upgrade value. As it is now you could sell a pretty good upgrade like cartajena tar and buy three or four very good ships. Not realistic at all

    • Like 1
  12. Replacing marks and PVP marks with real historical currency is a good thing. BUT until there is currency available for everyone and not two sets of currencies (one common and one for clan effort) the economy and the game will not be fixed. 

    Traders and Crafters need a pathway to the top.

    Nothing new is happening just more reinforcement of the same. 

    You have to be in a clan to make it to the top. 

    Still no room for Solo or casual players.

    I'm afraid the naval action rudder needs to be repaired because it is going in one big circle

  13. These are great changes!

    Wasn't a big fan of the PVP zones when they were here but I still went and I will go to the new ones. I am more excited about the hostility Mission changes which are going to turn this game inside out and in a fantastic way and a great New Direction!!!!

    When will this be implemented? When is Christmas coming? 😀

    • Like 1
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