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Slim McSauce

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Everything posted by Slim McSauce

  1. Your favorite 5th/6th rate should already have a few slots unlocked. Besides that, choose your ship and master it. Everyone starts with the one ship they really love and can afford to sale. The ship you're most comfortable and familiar with sailing is the one you'll take to PvP. For me that was Renomee, for others it may be a larger vessel.
  2. So I was thinking about ships logs and their usefulness, and they're not very useful at all. You can activate one and get no battles just on timing alone. The battles you do get may or may not be the battles you are looking for, and by the time you get there it may be over. Point is ship logs don't really do much to facilitate combat the way they should. So I figured why not come up with a way that everyone can find combat in a way that doesn't require sailing for hours on end searching along large expanses of ocean. Why not improve ship logs to include current sightings of enemy shipping in friendly waters. Or better yet some kind of bubbled heat map so you can see what areas are hot and popping off for people to go. This isn't limited to the ship logs. There should be some kind of indication where to go for battle. See the effect patrol zone has. It's a simple circle that offers reward and the promise of combat and people sail to it for that very reason. But there's only one patrol and the feature is sort of half baked in that it doesn't pit opposing nations in any way. It's just a free for all for anyone who cares to sail to it and spend time there. But that time spent could be had defending or attacking portions of coastal waters that matter to your clan or nation. Like we know the effect that circle has for those who see it on the map. So why not translate that into something greater than a side-attraction, or last resort? So many good changes, but map play is still nonexistent and NA still feels empty. Please consider the use of such things.
  3. Simply a page to look up current fleets in your nation. Info would include leader, member count, and area of operation. Fleets can be open/private. Open fleets allow anyone to join without requiring the leader to send out invites. This would make it easier for players of similar mind to team up and coordinate within the game.
  4. The redeemables don't carry over, the tutorial rewards don't carry over either anymore I think. If you haven't done the tutorial then there's still opportunity to receive some items.
  5. It would be cool if victory conditions were implemented and defeated nation would get absorbed by the victor, and towards the end of the current campaign it was like two giant alliance between coalitions. That would be totally sweet and better than just a periodic reset.
  6. That's much better than what it is now. Ports having pre-determined bonuses makes things interesting. resets not so much, but it may be necessary to save defeated nations
  7. That's sort of the point. If the looting mechanic disrupts the flow of battle what even is the purpose? Choose between winning a battle and keeping the loot. That's a choice I would rather not have to make, especially considering what drops from sunken ships can be so valuable and the whole point of a battle.
  8. Why not add a grapple button to pull wrecks towards your ship? I've been playing Shogun 2 now that I have time at home, ships in that game shoot one grapple as a tether and use it to swing around you, I've seen this effect in Sea of Thieves also.
  9. I like the idea of the change, but I'm afraid the DM side of things will hold it back. For one, ships did not sink from damage to the gun decks, only below the water line. Masts did not fall unless their rigging was compromised, even chopped from the base a mast would still stand as long as it was supported by the rigging and everything else. It's a good step, but unless you see through to it that you fledge it out all around then it may fall short and end up another half-baked feature that spoils over.
  10. Well there are limitations on what can be done, but I think it's a must to attempt at a solution. I would compromise if every ship had the option to fit swivels. Swivels along the deck and in the tops, that you shoot like regular cannons (but not tied to cannons to avoid the accuracy bug) It's enough to give the function served by small arms fire, and maybe effectiveness could be determined by combination of all boarding mods a ship has. So everything from musket count, grenade bonuses, and anything else related would influence the power, reload, penetration, etc of the guns It's not perfect but a very general solution to just get a glimpse of what we're missing.
  11. Maybe what you're asking is not the right question. Just because you buff some numbers doesn't make the game authentic. You're asking for boarding mechanics, not musket buffs but actual musketry as you would hope to see.
  12. Normally muskets would be going off at all times when in range, regardless of being locked into a grapple. This game only simulates half of what muskets really did, same with boarding cannons.
  13. Welfare ships probably shouldn't be more powerful than crafted ships. That or severely limit them to backups, not the go-to.
  14. This is going to be so much better than SoT. or any other age of sail game for that matter.
  15. No option either for reset after certain victory conditions are met.
  16. Mr admin sir may I ask about the stickied thread in the suggestion page. You know the one. What's going on there? I feel like you really liked the idea and the suggestion but somehow it fell through the tracks but still there.
  17. that's the perfect solution. You have found the perfect solution. wanna know how I know it's perfect? because it is. That's how. simply genius, air tight justification to tastefully nerf teak. that's an art. you have made art in your post. I commend you sir, well done.
  18. There's very little good to say about boarding. It shows the least amount of effort in anything NA. Literally click to win. What a heckin' snore.
  19. the best thing would be for these clans to disband their current nation and spread out, they won't though because it requires DLC and towing hundred of items. there's too many separate factions for each to get their own good clan, it requires the weaker nations to band together but only if alliances are recognized. even then
  20. Not only that, you can remove reduce the grind and retain the luck. A season long enough for each person to collect a handful of super uniques, but ends before one side can collect everything. When that happens the game ends, no running up the score.
  21. What if they were made to be acquired easier every season, or rather campaign? Would I give up thousand of hours of nose to the stone for a thousand hours of new game? I like the idea, but I fear the execution and don't really trust the developers to deliver.
  22. The money supply problem was exacerbated by DLC ships. With the cost of loss being diminished, most players just farmed for little risk. These changes increase the delta and advances the position and status of skilled haves from the unskilled have-nots. New woods are another band-aid to a problem that was created. You need money sinks for those who have been able to farm thanks to DLC. Those players do not experience loss in the same way, nor are they even playing in the same economy as natural players. These woods will further exclude the more average and typical NA player. Most will not be able to afford such ships regularly. Of course those who already play with a dock full of gold-tier ships will get more power. The regular will drop out of the competition.
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