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TheHaney

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Everything posted by TheHaney

  1. Well, let's see. If you're looking for variety and flavor in smaller communities there's probably a few ways to do that without actively splitting them up. The nations feel dead as it is. One potential solution could be national factions: - Specific NPC-controlled factions within each nation, ex. for the British you could have the Royal Navy, Privateers, East India Trading Company, etc. - Players can run missions or perform other activities in the name of said faction to gain standing (trading with EITC flag, capturing enemy ships with Privateer flag, winning PB's with Royal Navy flag etc). - Each faction has a specific base of operations from which players can acquire missions and purchase faction-specific equipment/ships/cosmetics for use or trade. - Player clans can receive faction bonuses based on their reputation. (Clans that embrace the EITC may get 15% cost reduction on ports, Royal Navy could get 15% labor hours reduction on shipbuilding due to naval shipyard access, etc) - System can be expanded with more content as development progresses. Something like this would encourage more specific comradery and amiable competition within the nations themselves without actively splitting the playerbase further than it's already been split, at least in regard to RvR cooperation, new player support and other social bonuses that come from a healthy community.
  2. Personally I'm not fond of the concept of having up to 25 players essentially remove themselves from their starting nation. If I had my way we'd have two or three nations, and let them duke it out. If people want to cloister themselves they can set up a super-introverted clan.
  3. So, the intent is to socially compartmentalize hardcore PvP'ers from the rest of the playerbase? In an already dangerously low-pop game? Or am I missing the mark here?
  4. The nice thing about EVE, though, is that you spend most of your time with the screen taken up by drab, data-rich spreadsheets and UI boxes, so it's surprisingly comfortable coming from Naval Action to that.
  5. This spoke to me because I literally just started playing E:D again last night and I spent an hour doing exactly that before closing it back down and drinking whiskey.
  6. Why are you calling out specific players in Tribunal for what you allegedly perceive as a mechanics problem?
  7. Well, apparently they have 2 devs and 2 artists working on it. But they can't afford more. But they're working on two other games with two other teams. That they're presumably paying. I doubt there's anything actually shifty going on since the Ultimate General series seems feature-complete and the games in development seem to have passion behind them, but I definitely question the workforce allocation. In the companies I've worked with, if a project is starting to slow down or founder or generally lose steam (like in the case of Naval Action), you either allocate more resources to it or you start focusing elsewhere and let it die out. With NAL and This Land is My Land in development now, I'd say they're taking the latter stance.
  8. The admin's avatar is of Anton Chigurh, played by Javier Bardem (the portrayal won him an Oscar, a Golden Globe AND and Bafta). I genuinely can't conceive of a person that would simultaneously identify with that character AND take a pray button seriously.
  9. If all you geezers organized the forum better and had a clean, clear list of major changes and kept the wiki up-to-date, maybe us younger and more technologically-inclined kiddos wouldn't need to ask about what the ancients perceive as obvious
  10. At this point I'm genuinely baffled at the concept: a pray button that does nothing is useful for RP? How? If one wishes to roleplay a religious crew a button doesn't strike me as very immersive.
  11. I think it would be deliciously appropriate if it did absolutely nothing.
  12. This is a clan-based PvP MMO, so I don't see this as a major concern. This causes a huge problem for PvP as there's tons of "safe spots" that can be utilized to avoid PvP, which is the primary focus of the game. That's really what your clan should be focusing on. Organize an escort. Do a group event. Or, use small fast ships and outrun the enemy. Why not? It's a PvP game. I'm a huge supporter of PvE activity, but this is a PvP game. PvP comes first. If you're getting ganked, organize a defense. That's complete nonsense.
  13. I guess it's just because I'm a millennial and a lot of the players here are positively ancient, but does anybody else find it insanely annoying when suggestions are rebuffed by means of "here we go again" or "oh, if you were only here way back you would know" type crap?
  14. I would assume they mean the one who is tagged. If someone assaults a superior force, that's their burden.
  15. Came to thread to see how many people shoot down an interesting potential gameplay mechanic in the name of preserving "historical realism" in a drastically unrealistic game. Leaving amused.
  16. Keep 'em open until the combat is over. There's too much separation between the OW and combat, and I think keeping combat open indefinitely will solve a lot of issues. The only real argument against it I can think of is that it's unrealistic for ships to sail from far away in time for the battle, but it's also unrealistic for ships to vanish into thin air if they poke each other for 3 minutes. This would also discourage the current problem with constant flee-repair-fight-flee-repair-fight mentalities since the pressure of impending reinforcements would be ever-present.
  17. Conversely, one could say that if a fighter approaches at an angle to minimize return fire, they're presented with a slimmer target. You do have a point though. I don't really intend to take this out by itself, more as a fleet op situation (especially seeing as how it will take around 8 people to be fully combat effective).
  18. Nah, the turrets are heavily gimbaled and the pylons are structured so all four can fire on a target dead ahead. In regard to how vulnerable they are as targets, I suppose we'll have to see how the damage model develops since the ship isn't actually flyable in-game yet Mainly I intend it as an anti-strike-craft escort vehicle for a larger capital ship. It gives me pretty serious Lancer-class frigate vibes from Star Wars. Cute little video that shows the intended gimbaling:
  19. So far my only investments are gold, bitcoin and designer handbags
  20. Not too late, I didn't jump on the bandwagon until January of this year when the prices were at $800 a pop, and now it's up to $9700. A lot of my friends sold everything this week but I'm holding onto 70% of mine. No telling where it may gooooooo
  21. What, you didn't invest in Bitcoin?! *smh*
  22. It's too late I already bought one >.< There goes $550. Brochure is awesome tho! https://robertsspaceindustries.com/media/8srns703rujzbr/source/Hammerhead.pdf
  23. Torn between two big, pretty boats designed to kill stuff. #WhatWouldYouDo
  24. I'm super late to the "are you crazy" party, but hey! This is a terrible idea. Like, it's terrible for so many reasons from mechanical, logistical, to customer satisfaction level. It's genuinely the silliest suggestion I've seen for a game, ever. I award you no points, and may God have mercy on your soul.
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