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The Fox

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  1. I am very interested!!! Sign me up.
  2. I've had people remark that the crew quality issue would be hard to accomplish. To that end I would mention that these are the same developers of Ultimate General Civil War and interestingly enough they use pretty much the system I describe but for each and every regiment for moral, training and experience levels so the coding already exists with very minor alterations and purchasing replacements.
  3. Most ships were boarded and not sunk. especially traders.. What we need is some way to have crew quality increase as you keep them alive then their is an incentive to surrender. Let's say you've gotten your crew to an elite status giving X amount of bonuses. If you loose half of your 1400 crew in a battle the average quality would maybe go down do a good crew. But if you surrender those crew members are actually saved so you keep an elite status (if you pay the ransom amount... see last paragraph). I'm talking in general terms here the math and mechanics would have to be figured out. Also a captured merchantman is MUCH more valuable as a prize than this game makes it out. So the capturer should still probably get some PvP for its surrender and sold at port. If it is sunk after a surrender no PvP should be received What do you guys think....?. My point is that crew members are much more valuable than this game makes them. And a crew that survives grow with experience making them much better at doing all things... you guys get my point.... there would be a vested interest in improving and keeping your crew alive.... Also a mechanism to the surrendered crew would be that the money that normally is used to purchase a new crew is now paid in ransom to the capturing captain... Also lets say your captured crew is elite then the ransom paid is 5 time that of buying a new green crew. Obviously the numbers I throw out are for example purposes so you can see my point. It would change the game so you have two main goals in battle save the ship and your crew... Kind of like real life. Lastly to avoid massive easy surrenders if the surrendering player has PvP some of his personal PvP would go to the capturing captain in addition to normal PvP he would get. Another incentive for the capturer to take the prize. The victorious captain wins all the way around. The loosing captain looses yet has an incentive to live. Comments please... Q& A 1. What happens if a captain cannot afford the ransom for all his lost crew? He would receive that portion that he can afford. If he chooses not pay the ransom he would be buying new crew members as new inexperience crew. 2. Can a surrendering ship escape Historically yes. If the winning captain travels away from the surrendering ship. This should be time and distance dependent. But the ship can only escape and not re-enter the battle nor continue to fight. 3. Shooting into a ship being boarded should effect both crews since they are in a melee status regardless which side the ships are on. 4. How do crews accrue experience? Both by time at sea and by battles survived. 5.I Giving the problem on coding some thought. Crew experience would work on average crew as a whole. No individual member would be elite or any level but some sort of numerical average. Much simpler to code. Your available crew with( time at sea experience # + battle survival #) would give you a threshold for your crew so on average your crew would be a good crew.... something along those lines. 6. One more thing the rum. I do believe that about 10% of your crew losses should not be able to return regardless of the rum. Someone generally gets hit with a cannon ball in the head.
  4. The Fox

    Longleaf pine

    What uses are their if any for Longleaf pine in the game?
  5. To solve the exploit limit the missions and limit the time they are active.