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GrubbyZebra

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Everything posted by GrubbyZebra

  1. Don't we already fight from a 3rd person perspective? Sailing is done from the captain's view, not the helmsman's (ok, it's really done from bird's eye view, but it is effectively the captain's overall viewpoint). Shooting is either done from the captain's view ([] keys) or the gun captain's view (LMB+ Space or RMB+LMB or RMB+Space), not the actual gunner's view.
  2. I would be fine with the paint DLC just splitting the hull colour and sail color into two different options (like frame and planking with ship DLC's), that the player can set upon redemption.
  3. Actually, the DLC's include a statement to the effect of "Game-Labs can make future changes to the DLC at their discretion".
  4. no, county capitals are the ports with a white circle ring around the port icon, that are no also a national capital. Also, iirc, the privateer fleets won't attack 6th or 7th rate ships (tbrig, tsnow, and tlynx). EDIT: Additionally, as players typically hanging around national capitals looking for NPC ships to attack with relative safety, I would caution that sailing any foreign-flagged vessel into a national capital during any time of high activity is a good way to ensure you never make it into the port.
  5. We used to be able to exchange VMs and CMs, please return to this. The only thing VM's should be used for is RVR (port investment, clan perks, etc). Anything that is not RVR (ship notes, upgrades, permits, etc) should be purchased with CM's. To alleviate the difficulty in obtaining CM's for non-PvP players, or players with smaller ships that don't receive CM's for battles, CM's should be purchasable for doubloons in the Admiralty, as well.
  6. Last couple of weekends, I have see the War server hit 1100+ online.
  7. @Ink I was turning into the Nuevitas harbour tonight when my computer locked and crashed. By the time I was rebooted and able to log back in, I get launched into a combat instance when one of my fleet ships (and Indiaman with 39 medicinal bark + 50 oak logs) was already captured and the enemy player was turning towards my trinc. I thought a hard DC like that would prevent your ship from being attacked in open world? I submitted an F11 report, but have no clue how to find the number.
  8. Picked up "The Cruel Sea" by Nicholas Monsarrat. It's set in WWII, but is well written and quite interesting.
  9. From admin: https://forum.game-labs.net/topic/33758-where-is-redoutable-where-is-temeraire/#comments
  10. It may cost more in aggregate, but to the individual player, it costs less, and on average, people tend to look out for themselves, so they will take the "cheaper" option to individually upgrade and be able to "corner" the market for ships or upgrades or whatever. Take a port and invest in it, instead, if you are worried about being kicked from the other port holder's friends list. Or, firm up your alliance with the other clans in your nation through economic incentives (purchasing ships, books, upgrades, cannon, etc) or defense incentives (will defend their ports from attack, escort their traders, etc). The point is, the current system almost forces nations to work together if they want to succeed, instead of reinforcing the "clan" as the core unit of diplomacy. This is completely in line with the stated goals of the RvR game.
  11. The problem with this is that if it cost less for the player to upgrade as a clan, then you will have 10 players that will have upgrades that no-one else can use, instead of a port with upgrades that potentially the entire nation can use. Such a system would be antithetical to the nation-oriented gameplay currently encouraged.
  12. because you have a fight either to defend the port, or recapture it. i.e. content.
  13. Admiralty DLC already gives you 10 extra spaces, they don't (yet) have 10 DLC ships, so I think have a ship DLC give you a dock space would be competing against themselves. I do think the paint cool-down is rather pointless (it should be just like the flags DLC). @admin is there a reason why the paints are limited to 1 per 24hr period, as opposed to something more like Flags that can be switched whenever?
  14. I've had that exact question on another thread.
  15. Hardcore nations never lose their last port, as they still operate out of the free ports.
  16. Can't do passenger missions in a basic cutter except to ports in your same nation. Also, use the list tool, it makes your post readable.
  17. I would rather the player be presented the options and judge the risk/reward for themselves vs the options being limited. Given the size of some of the rewards, I have no problem with players needing to put in some legwork to find the best rewards.
  18. The rewards are directly tied to the port's activity level. SDC, with a tax income of 10kk, netted 30k doubloons, 300k reals, VM's, CM's, and some other nice prizes. GT has a tax income 1/4 that, so expect it to have 1/4 the reward.
  19. I always enjoyed the sword fighting in Sid Meier's Pirates!, but without a significant change in the boarding mini-game which would make it far more involved and complex (and likely take away from the overall game as a whole), it will always end up being some version of a dice-rolling turn-based game, in which case the current mechanic works, even if it's not visually stimulating.
  20. The nations are the alliance system. I would like to see the current mechanics changed so that allied clans define the nation, vs nations defining the clans. This would also simplify clans wishing to switch nations while keeping their ports and other resources, and better integrate the organic clan system with the game's nation scheme. And since no clan can own the free towns or national capitals, this won't impact those ports at all.
  21. The MB was over nerfed, imo. I get the elimination of the double shot, fine. But the range needs to be increased to be out of fort range, especially given the reduction to accuracy as well.
  22. that would actually lower the ROI for those goods, on the fence as to whether or not that would be desirable...
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