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Cetric de Cornusiac

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Everything posted by Cetric de Cornusiac

  1. Don't know what Prussia or USA did for you, but your lackeys the Dutch sure were more than eager to sacrifice themselves for their overlords. This while we considered them our allies. In fact there is a rupture within Dutch nation as far as how treacherous and Ikea-submissive they like to be now and in the future. Which port you are going to steal from them as reward? A picture from screen battle:
  2. Yeah, it's the same drama in every game forum. You know why? Because people never learned to be patient. They want it all and now, like kids who have already everything demand toys.
  3. I would not be so optimistic about an idea pool where users can vote for their favorites and thus expect developers *must* pick the most popular and integrate it into the game. -- This is a private programming business, after all, and no democratic institution. They can chose their way, if you like it or not. Or if many of us like one idea or not. I give a hint towards the idea pool which was set up last year by another indy developer I take interest in, KEEN softwarehouse in Prague, CZ. Just like the one you are suggesting here. On top and most popular is, for this sandbox game which deals with building star ships etc (Space Engineers, now in beta), the re-introduction of ladders. While this is already available from a mod in workshop. Anyway, this is the top choice by community (not mine) and devs there don't want to do it. Such idea pool and voting thing is good for creativity, but more than suggestions, in fact as you do now in *this* forum, you seriously cannot expect. Here is what I am referring to: https://feedback.keenswh.com/ From point of view of the developer, this is great for inspirations. From point of view of the gamers participating in Alpha, it functions as a tool for measuring popularity. As I said before, popularity does not necessarily push developers to what the community wants.
  4. Increased range symbolizes the use of longboats someone mentioned rightfully. So it makes sense. Eye candy - when done with animations of boats leaving your ship and returning with the loot. But without animations still better than now, so I should not ask too much at a time. :) [since we have beautiful ships and a beautiful Caribbean world, thinking of eye candy is just in line with the overall picture]
  5. Interesting fishwives' chatter today. 🐟 He's probably just a voyeur who has no idea he is hindering others.
  6. Imagine that, as an affirmatively one-account-player I sail back and forth in person to one particular port to renew a contract. :)
  7. You have too low an opinion about players who for whatever reason don't want to join clans. We should respect their wish and not disadvantage them, as here, by excluding them from trading contracts if some clan bigshot thinks he has to punish the freelancers. Not having access to the vast stocks of a clan is already disadvantage enough compared with clan members who may get everything for free. AND: At least in my nation freelancers do also join the national cause. It's true they cannot participate in the clan-hobby Portbattle, but then they volunteer for screening groups or they are engaged in raider-intercepting. All without being in a clan. Don't belittle them.
  8. Not quite. By economy providing their soldiers with enough weapons and the supply network to bring them to the front. The fighting however still has to be done by soldiers. And when morale does not work, you can give them all you want, they won't be victorious.
  9. Those who favor fairplay care. A lot. The fact that developers restricted the number of player alter egos to *one* per steam account signalizes already they favor equality, too. One customer - one character. Should be enforced for all. Even if it means a few less sold copies.
  10. Which brings me to the need to ban 'alts' altogether. Should be possible by identifying computers and their I.P.? Every player one account! No advantage by alts! As the game linked gamer identity to Steam account, it is clear the idea is, everyone should only be one person in game.
  11. Not necessarily. It would mean a thousand individual maps. :) I imagine there are nerds who like to name things on the map if they are real or not. I, for instance, know a place called "where I lost my trader lynx to the guy with the green face". Seriously, we could do markings on the map about our personal danger zones or memos about trading routes, entries from the combatnews and what else...
  12. Hooray for that. Entering battle instance for each inquiry would be a little annoying if happens continuously and every jerk thinks he needs to test you. But we could agree upon having to sail as close as into the target circle for finding out the nationality. And deciding what to do with the smuggler. And maybe we should remove the silly threat to get attacked by your own nation without consequences when on a smuggling mission, as this nobody will do anyway for sake of good relations. A navy ship could ask a fine, though. As the smuggler is always doing something supposedly 'illegal'.
  13. Just the same; "promoting caution". Which isn't bad. It's natural, we are all cautious in our life because we don't want to lose a leg or a finger. Superman-like defiance of death, that's not natural. Life must be felt as precious.
  14. Upon foundation of a secret hideout, the place will not be as visible as one of the established towns/ports. You would have to go very close to the shore to make discoveries of this kind: a single hut, a few barrels standing on the beach, the opening of a cave in cliffs... these are your only visual clues. The owner will have the option to give maps to his trusted partners, friends, traders, clan buddies which show a marking, where they can find his hideout. Otherweise a hideout is - well - hidden of course, and hard to detect by chance. The owner can decide how 'public' this place is going to be, if he wants to see traders there or nobody. Those secret maps could even become an item for trading; "hey you know where you can get those super-rare copper ingots for a reasonable price? I have a buddy, who sells them illegally somewhere. What's this information worth to you, mate? What you give me, for me telling you the place, eh?" Oh well, and there will be traitors who give such map to the authorities of a nation, who may send a fleet for destruction of that criminal hideout.
  15. Great idea. Secret hideouts - but definitely of temporary character. Give to players the possibility to establish such a hideout by themselves, by investing x number of oak, stone and maybe reuse 'war supplies' for exactly this purpose - founding temporary mini bases which stay off the map until someone else discovers it. Should it be possible to attack a discovered hideout, in a sort of few low draft ship port battle? I think yes. But the defender, if he gets news he is being discovered, may simply pack together his things and abandon the place before the attack comes. Funny events that would bring, and unpredictability. For friendly visitors the hideout owner may offer trade opportunities, setting his stuff in a shop for prices he is asking. Not automatic prices as in official ports.
  16. Real money carried around with you on your ship will lead only to veterans becoming richer and richer, and new players up to medium players becoming poor. Prepare for a new wave of rage posts after introduction. While normally I am always for more realism, in this game world of larger sharks hunting all the time other fish and sucking them out, this realistic approach of valuables on bord I cannot support. The current system of a remote bank sort of thing safely holding your assets, if you die or not, is actually a protection against impoverishment of the average player. Which would end, then.
  17. Nobody is talking about a 'Punishment', you are fantasizing. Concept is about rewarding staying alive. And in addition, the reward could get tiered in linkage with the player's rank. New players don't get any effect at numerous deaths and you don't get a ransom for them when taking prisoner, they just have to get released. When climbing the rank ladder, staying alive will be more rewarding than to the new ones, parallely to a ransom system in which you get more money for capturing a more notorious veteran. It could even be linked to the hit parade of most effective players on the leadership board. The higher one ranks there, the more ransom you get for defeating and capturing this super-player. I really think headless over-ambition is caracteristic for veterans as they don't lose anything but a ship if the assault goes wrong. And same death-ignoring over-ambition is the problem showing up in the forum many times, producing that phenomenon called 'ganking' what so many complain about, while everyone is wondering how to attract the prime victims of said ganking, new players, and make them stay.
  18. In case nobody volunteers for that difficult job, it would be an AI ship. But I clearly favor a human player commanding that ship, just to prevent 'stupid AI running into disaster' and predictability issues.
  19. Here is someone who understood what I am after. -- While everybody is concentracting on the actual battle, let's not forget the troop ship needs to be planned aforehead and 'aimed' at a certain port, requires resources for getting set up and all this. A strategic aspect I want to remind of. Plus more drama in the accompanying screening battles and on the path the invader fleet has to take, as everyone will be looking for that transport to sink it before it reaches destination. The Captain who commands that ship must have nerves of steel. His reward should be high in case of success, which adds to the attractivity of that position.
  20. And you seriously cannot board a troop ship. Now this is the suicide mission you were talking about. Because you cannot bring enough soldiers with you to fight 2000 troops on board that ship and expect to win the boarding.
  21. That reminds me of my other proposal, about changes that teach players not to take their ingame death too lightly but struggle for surviving. 😀 Anyway, that is an interesting point you make, this is more or less the classic 'fire ship' you think of, filled with gunpowder. Something more to protect from... But I don't think the transport could be sunk this way. Damaged, yes, but no one-hit-one-loss story. We don't have torpedoes in this period of history...
  22. I would like the transport to be absolutely perceivable and distinctive. If any ship-of-the-line would have a second role for possibly bringing infantry to the shore, the tactics would not evolve around that special key ship which brings the turning point of the battle. So attention of the defenders is focused on this one or two important ships, trying to get near them for preventing the invasion. If any SOL can act as transport, there is no special treatment and no tactical new aspect. Not much of it, I mean.
  23. If the number of ships is a problem, then only take one or two big transports for major ports, one for minor ports, and a small transport for shallow water ports. So the number additionally to fighting ships will be only 1 - 2. I did not imagine masses like "ten transports".
  24. Their success in bringing the troops ashore is crucial for flipping the port! If the captain of the troop transport fails, so the whole action will fail except for having sunk x enemy ships and won points. I can imagine the role of the troop transport captain will be highly prestigious in every nation because of that importance, not, as you seem to think, sort of an idiot job nobody wants to do.
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