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Posts posted by Seraphic Radiance
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4 minutes ago, PIerrick de Badas said:
i'm really impatient to capsize my ships
Yeah , can't wait to see your Ocean going bye bye at the beginning of Port Battle due to a wrong sail positioning in front of everyone. That will sting a little.
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The best protection for Traders/New players would be insurance.
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I don't think this game engine or server is capable of handling OS storms , gunports etc.. I think it was mentioned somewhere.
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Tell me one reason why someone should sail Inger over Wasa and then take that same question and ask every other ship that is not being used for over a year.
We need attributes like:
Armor Bonus
Reload Bonus
Turn Bonus
Stability Bonus
Crew Bonus
etc...
Example:
Wasa (Stability Bonus) - heavier guns
Inger (Reload , Turn Bonus) - hull shape and space
These attributes will make each ship unique, but without them we will just sail the 'best' ship. Even sailing profile is not enough to make them stand out from each other.
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15 minutes ago, Navalus Magnus said:
Maybe it shouldn't get ships to capsize without a storm, but could cause damage to the top of the masts!?
@adminFirst of all we don't even have wind strength/speed, how can we capsize in a sunny day with light waves (typical instance)? Some magical force will capsize the ship?
Devs need to add wind strength first. Light, medium , heavy , destructive. Only during destructive winds ships would be able to capsize.
This wind strength should be changed as roll dice during instances. It could jump from light to destructive or from light to heavy.
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2 hours ago, Quineloe said:
POBS had the currents thing all wrong. All of it. Never mind what a stupid mechanic it was. Speed buff by passing over a giant arrow in the water? Yuck.Well I agree arrows were ugly, but concept worked well and traders used it well. It got people from point A to point B faster. This would help and it's better than nothing.
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3 minutes ago, amplify said:
It's not like a Connie Will outrun a gaat frigate you Will Just have to take this in cosideration when chasing
We will surely test this after this patch. I feel like everything is going to change. Conie would not run from frigate anyway, but it would need to stay at range and use damage output as upper hand.
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19 minutes ago, admin said:
It will make ships with huge sail power to hull ratios bad in holding the course = bad in chasing, but great in brawling (amazing turning)
Alternatively ships with low sail power to hull ratios (like uss constitution) great in holding the course = chasing and running (not so good turning).Why would I chase someone who does not want to fight?
This brings a lot of questions. If I am in a brawler and can't chase this means I have upper hand in close combat, but my opponent will escape when hurt if he is sailing on low sail to hull ship..
This means chasing / running ships will need to fit for Sniper (long guns) and maintain distance at all times, but must work in groups to be effective (skirm groups). Sail in harass sail out.
This makes low sail to hull ships useless for 1 vs 1 fights, but can still be ok for Trader hunt. On the other hand they can work in a group as skirm fleet during the aggression time. Whoever has the most turn will win I guess.
Adding mods that would make runner ship a hybrid (brawler/sniper) would be great. I hope you will figure out something and expand your ship capabilities even further. Let players decide what they want to do with their build, I love Constitution and would love to make it a hybrid ship that could fight in some 1 vs 1 vs more maneuverable opponents.
This new patch will make some old ships new player favorite while retiring the rest of all player loved ships.
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9 minutes ago, Yngvarr said:
Wind and currents in the carribean today.
Currents seem like a b*tch to implement
Look at this map. It has arrows as currents and I think this would be the best approach to currents. Just needs extra current for Florida coast to merge with the rest as well as Bahamas. Sailing with current would add speed bonus.
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3 minutes ago, Yngvarr said:
would be realistic though
but then we would still be missing realistic wind and sea currents
Exactly, real world wind mechanics would need to be added first, then currents and then leeway on OS. This all would complete the simulator game.
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6 minutes ago, Dharus said:
When you sail from point A toward B, you never go in a straight line to B. The wind pushes you downwind so to sail to be B you need to point further upwind. This effect can cause you to get pushed into unfavorable positions such as a shoreline...
Same as bullet drop, you have to compensate. I think in battle leeway is useless because you always steering anyways. All it might do is make you slow.
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1 minute ago, Yngvarr said:
would that mean having sideways drift on OW aswel?
nothing mentioned about OS, that would mess up your afk sailing big time.
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9 minutes ago, Teutonic said:
You're going to have to tell me what that is
Leeway = Drift, with leeway you will need to readjust course as you travel. Imagene it on the OS? Would be epic.
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Very good tutorial, keep them coming. The only request - upload pictures through reliable source that will not shut down after a year or so. https://imgur.com/ I have noticed many tutorials lost their images in past and made guides obsolete. Thanks.
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1 minute ago, Stepp636 said:
You'll get all your stuff from global as redeemable on your EU Account.
Thanks.
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@admin What will happen to my 2 characters with the same name? both on US and EU server right now. One in US and one in Pirates.
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8 minutes ago, rediii said:
Can you share yohr calculations?
Use words before and after. Combine all the data on this forum that worked and did not work and you will find your answer.
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3 minutes ago, rediii said:
Bad suggestions.
1. was suggested many many times
2. leads to a too big advantage to attacker so he can only attack with 25
Based on calculations it has a better success rate compared to what we have now or will have when merge happens. Implementing theses two features will increase and later benefit further changes and adjustments to game mechanics. There is nothing else I can suggest that will improve action.
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1 minute ago, Malachy said:
Wow, those are great suggestions. Where have you been all these months? I vaguely remember your name.
I come and go as the rest of humanity.
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Anyway after reading all this here are some suggestions to @admin on how to fine tune this upcoming patch.
Important
1. Notification system - notifies all players of hostile activities around ports. If hostility is rising players must know that. This will fix many problems and will give defenders time to act and gather forces to strike back.
2. Hostility teleport - only available if your port is under attack. Has 2 free teleports to any friendly (under attack) port with an outpost. This can also eliminate problem with 'there is no time to defend our port'. So, if your port with outpost is under attack you can jump there and defend it. This will force attacker to have 2 groups one that will guard their fleet group and another one is so called fleet group that will be raising hostility. Defender task will be to eliminate defending fleet first and then sink Hostility Fleet (Rates).
These 2 are very important features and must be in game before you deploy the patch.
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1 minute ago, Intrepido said:
He designed Fine woods, the hardcore megapatch 10.0...
Im a designer too, but not because of that my predictions of how my buildings are going to be used by the people are always right.
Fine woods were awesome, just needed more time , but got killed by the active forum voice.
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1 minute ago, Intrepido said:
@admin is human. As human, he made and will still make mistakes. Also, he didnt have the time to properly play RVR. A time some of us did have.
He designed this game, so he knows better how it works.
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1 minute ago, Intrepido said:
So slightly that it is almost the same.
port battles are clan based - remember.
As an owner of the port you will have full control on when you can defend and who can enter.
Also don't forget that on release we had same system on all servers and it worked just fine. Night flips were a problem with alliances - with no alliances (clans based content - it is not going to be a major issue)Listen to our Mentor plz and it will be fine.
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1 minute ago, rediii said:
I argue because the mechanic is bad and will not lead to a successfull game. I stopped playing the game roughly 2 weeks ago
You haven't even tried it yet, wth. Just go jump from the bridge already.
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Storms belong to the caribbean!
in Current Feature Improvement Suggestions
Posted
Well they could at least draw storm in the distance and let it rain when you get close.