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Seraphic Radiance

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Posts posted by Seraphic Radiance

  1. 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. 

     

  2. 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.  

    • Like 4
  3. 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. 

  4. 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. 

  5. 9 minutes ago, Yngvarr said:

    Wind and currents in the carribean today.

    Currents seem like a b*tch to implement :P

     

    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. B6n0I4W.jpg

    • Like 1
  6. 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.  

  7. 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. 

  8. 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. 

    • Like 3
  9. 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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