Jump to content
Game-Labs Forum

Slim McSauce

Members2
  • Posts

    4,105
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by Slim McSauce

  1. Impressive but broken, this is exactly what people talk about when they describe demasting being borked and cannon accuracy too high.
  2. A lot of people pretend pvp is great when its mostly overganks, 1 minute demasting and long drawn out chases. At least the AI takes all comers and you can find PVE just about anywhere.
  3. For sure, I don't think you can even transfer leadership in groups yet, they've gotten almost no love.
  4. You realize hostility missions are just a front to supply fleets of ships to kill? You're still gaining hostility the old way by sinking that nations ships. @Capt Aerobane Anyway, great ideas massive +1
  5. I would prefer ship class up to 4th rate rate. So Cutter, Sloops, Brigs, corvettes, light frigate, frigate and heavy frigate, 3rd 2nd 1st rate. Indef, consti, and trinco would fall under heavy frigates and should be adjusted to fit a meta where they are the sort of SOL's of frigates, mostly through turn rate maybe speed too. Their fire power and armor is more than enough to warrant it. A 24pd frigate really eats the lunch of a 12 pounder, the difference is comparable to your average 6th rate vs a surprise in shallows, it's really one of those match ups where you need a 2v1 to make it even, same with medium frigates v heavy frigates, especially now so in the new DM.
  6. I'm curious @admin, was this idea a stroke of ingenuity or have you planned it for some time? I'm amazed the last few updates have been pumped out seemingly right after being announced. Makes me think you guys arent as hard headed as previously thought, and could still blow it out of the water doing your own thing.
  7. I think it can be done even better than that. Some individuation for each outpost would be nice and quite balanced if done with care. So take for example, there is no limit on outposts, or maybe there is one but not are hard limited. Perhaps each outpost you have cost a certain number of reals/doubloons a day, so there is no max cap but you can end spending a large percentage of your income on keeping up your enterprise. With that you have dock space that is port specific, meaning you start off with 1, upgrade to 3, then 6, so on and so forth.. The initial upgrade isn't the main cost, it's the tax you pay over time to maintain upkeep for this space, that way you can have all the outposts, buildings, docks, whatever but you need to play heavily and make good money along with it, otherwise you have to downgrade to lower your daily expenditure. You're no longer locked to a number of outpost, your limit is your business. On top of it all, a percentage of daily tax goes into the port, which I believe would make every port profitable once more and expand RVR to what it should be. If people could freely use all nation ports, then what it would take for these ports to make money is simply traffic. Once people set up business there, then the port makes money through tax. The reason we don't see this work now is because traffic is artifically limited through outpost. You only get 8 max, so you're not storing anything elsewhere which could equate to taxable income for the port owner.
  8. A pirate posing as a spanish privateer, he will not be able to enter spanish ports for a while and his reputation will be set to -50 until it hits 0, then he can slowly regain favor if he wants to rejoin Spain. Best way to do that would be jumping into battles with spanish against enemies of spain and assisting them, missions for spanish admiralty will also raise his standing in the event he goes outlaw. syke, I wish.
  9. Screw that, turn it on it's head. Le Rektshit should be nerfed and only allowed in shallow waters. It's such a dinkly little boat it really has no business in deep water battles. Damn mosquito of a ship, so glad the new damage model knocked it down to size and showed it for being one of the least combat worthy vessels in the game.
  10. It's funny that you need a circle on the map to tell you where to fight. It's almost like a tool that could be used anytime any place to promote fights, almost and type of way for any scenario you'd want on the map.
  11. It sure makes sense doesn't it? You capture the port, you should be able to store things there freely, it's literally your port and you own it. Why would you need an outpost at a port that you and your clan own? That makes no sense to limit players such a way and I'll bet if asked, the developers wouldn't have a purposeful intent for such a limit. If so, I'd like to put scrutiny towards it because lack of focus and intent is what makes this game so soulless and features un-connected from each other. E.g. patrols and OW have no interconnection, literally 2 seprate entities sharing space awkwardly.
  12. Patrol zones are the fakest of the fake features. Literally just a circle on the middle of the map, no map importance whatsoever. Literally dead end gameplay. Where's the ingenuity? What's the intention? You could put a real patrol zone between nation borders and bolster RVR type actions. It's so barren of inspiration and inspiration I'm pretty convinced the only reason patrol zones exist is because somewhere we got stuck on why freeports have pvp and no where else does and instead of fixing that as a problem, we put the frame over the hole in the wall and called it a feature.
  13. It wouldn't work, you only get 5 buildings which means you can only fight out of 1 port, thanks to outpost limits it starts from capital, a few freeports and you're left with just a couple of spots left you can base from, which will constantly get deleted as the map changes so any sort of manufacturing is lost. Besides it's just one of those things you have to start and ride with, there was once a time this could be done but the more you hand to the players the less you can take back.
  14. Doesn't happen, no one can reach these ports due to the limit, you can't utilize a port without an outpost even if you own it which is artificially stunting progress and expansion That's not a worthy sacrifice, where's the benefit to the limit? You have to constantly delete outposts, no one wants to do that. The majority of ports don't even have repairs, clans are capturing them and leaving them idle because there is no traffic.
  15. Patch 10 wipes we did not see veterans overtake noobs in the early weeks everyone struggled forward at roughly the same pace. Don't be so sure you'll take off running faster than everyone else just because you've played a little longer, the game you're use to isn't the same game you'll play at release.
  16. I have no answer for this, I can see a small reason for them in some capacity, but not for outposts in the same way.
  17. Remove outposts limit, every port your nation captures should be immediately usable and not require you to delete the use of another. This way you can store items and ships, TP to and from the front lines without the arbitration of establishing an outpost in the port your nation owns. Having a port but not being able to use it makes port ownership and taking ports redundant and pointless, if you cannot use the ports you capture, then there is no reason to capture them. This is especially apparent after you've used all 8 outposts, you are no longer able to make use of captured ports, which is why RVR is so slow and a chore and the outpost limit should be removed.
  18. There's a huge difference in E.V.E everything can be done on one account, you have 3 chars and can use one for industry, 1 for combat and 1 for mining. In NA you have 1 char per account and once it's filled you're buying another copy on a separate steam account entirely. In E.V.E I can skill a main to do everything if I want, in NA an alt is required to support more than 2 ports on the map using more than 5 buildings. In NA you could use half a dozen alts just to have outpost for each port in your territory, in E.V.E there is no such restriction. Devs have gone backwards on this I think, instead of huge resource dumps on limited outposts/buildings they should've done smaller resource dumps on unrestricted outposts buildings, making it so you can use every port, Want an extra supply of 300 Live Oak a day? capture another port. We've instead made that into an alt endeavour which is probably why the majority of ports go unused and there's only pvp at capitals and freeports, no one has space to expand elsewhere, gamelabs expects you to delete your progress to move forward, which is a stand still until you buy an alt. Repairs alone would take 3 buildings of your 5, and that's to supply a few ports. No wonder it doesn't work, the design is pants. Everyone is set an an equal 5 buildings which is why we're starving, there is no big business enterprises to put in the risk and supply to meet the demand, big business isn't possible in NA.
  19. because alts are the barrier to enterprise. There is no outpost expansion, no building expansion, you're stuck with what you have no matter how much money you have on your main, you the entry to the next level of business is buying alts. Alts have more power than mains do and unlike E.V.E and RS, are required after a certain point to advance
  20. A whole hour, by god those poor noobs will just have to play a little longer. That's why we're getting repeated wipes to test exactly that.
  21. The difference is that this game is getting wiped FOR release. If you do not understand the implications, it's that we are testers first, do not fall into the illusion that the game you've been playing is granted complete, the wipe is as promised and is a smart decision.
  22. Stay your course @admin Players are fickle, remember rule 1 /meme
×
×
  • Create New...