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Giobhniu14

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  1. I share the frustration that it seems as soon as a ship gets sunk it almost seems like a mini-game to beat the wind-clock before the ship dives itself into the wind. Although begrudgingly I do see merit to this system. I like the idea that similar to capping a ship if you want to do something other than simply fight and sink a ship you have to display a tact and differing approach to a sail, I like that there is some planning required to setting up a ship to be looted rather than simply sunk I like that there could be a strategic aspect to a game in resigning to a ship being sunk with intent to loot, but other strategic priorities such as enemy ships might take precedent, and having to priorities either looting and fighting, and that the enemy could be trying to deny you loot after a sink, either through spite or strategy. looting realistically should be a time consuming endeavor, I'm kind of glad that when you do get into loot range it is instant, although unrealistic, there should be some sort of compromise to balance this out Some suggestions to change the looting dynamic. I realize these suggestions don't make it easier really, but might improve our relationship with looting. Having perks that increase salvaging range, and maybe even the types of loot that could be salvaged. I like the idea that similar to other specialisations such as trading and boarding, crafting, that salvaging and salvage crews/fleets/clans could be a different type of player in the game that could provide an interesting challenge for pvpers or salvage crews and how the interact with fleets following battles and may encourage a more organic economy. Clans could employ other salvage clans, or hunt them, would give pirates an extra dynamic. There are some opportunities for interesting dynamics this way I believe. Have mods that help salvage or loot to give further choices Having easily removed good such as reps and trade goods be removable in battle, but bulkier things like refits and rigging you would need to cap the ship to access through breaking it up either at port, or if you had a salvage perk mentioned in mentioned in suggestion 1, you could also have it so if you have one of these perks you could spend time in OW after the battle over that battle site spending a timer to salvage wrecks, the compromise being OW exposure to ganks/rival salvage crews/interception, similar to bottle wrecks in game already You can see battle wrecks in OW and come back to them for maybe 30 mins whatever afterwards, encouraging pvp over old battle sites, you could also use this to track hunters or fleets adding to excitement, especially for new players or players in strange waters. Again this could be perk driven, I like the idea of skill being in the captains (reflected not just in real life but also through perks) rather than in the ships (not entirely of course, it takes skill and knowledge to build ships well too) hence the leaning towards perks. Or if we simply want to make the current system easier: Increase loot range Have A.I ships lose interest in turning as soon as HP is depleted, reflecting them getting to lifeboats, or getting drunk one last time, or stringing up their officers or whatever make certain loots, either entirely or by percentage "float-able" maybe with refits and heavy upgrades they sink with the ship as is, but certain good, or a percentage of could always be available reflecting them floating out of the ship, that way a captain that still has ships to fight can still get some reward.
  2. I tend to join in 5th rates and since most join in 2nd/1st rates and one bad broadside takes me right out of the game using repairs feel a tad redundant to me, I tell myself every game popping reps is too tryhardy for a unbalanced (played as a 5th rate with 4 3rd/2nd rates vs 4 1st rates + a 5th) rewardless practice. Though I have popped a rigging repair to try for one more rake, I feel dirty afterwards. I think its going to be one of those things where everyone kind of agrees they're a bit try hard, but if everyone else is going to do it I bet a lot end up popping theirs as well.
  3. Excellent responses, thanks very much. Exactly the information I wanted.
  4. Hey, I'm struggling in understanding the full strategic value of having/giving people the wind, I've no naval background or experience, until I started playing this game so a lot of the naval terms are coming slow to me. I've played on and off for a little while, and I believe I understand part of its value, however I'm sure I don't have the complete picture, I've seen it mentioned that is is bad giving an enemy the wind, I can see why its not ideal, but it seems a primary concern of some captains to avoid, and as I don't share that sense of priority, and i'm woefully inexperienced with pvp, I assume there is something I'm missing, and its not something I'm prioritizing in battle. I'm hoping that someone out there can explain the concept to me so that I can play more effectively. I'm used to fighting A.I also so I have no idea if they are trying to gain wind-related advantages on me or if they are just playing as simple as I assume I am, and if I got sunk in pvp more maybe it would become apparent. What I think giving the enemy the wind means: If the wind is blowing from S to N, and the enemy is to the S of my ship, and we are both sailing due N that enemy has the wind. Why I think that is bad: if someone is downwind of me it is more difficult to close the range of the engagement assuming we both want to fight, and we have comparable speed and stern/bow chasers Where I believe my confusion lies: If players are presumably using longs in pvp as its the dominant weapon isn't their range the same (I'm aware pen is not)? If so when they turn to shoot, as long as I can meet their turn can't we exchange fire the same regardless of the wind? Assuming we can pen each other of course. if I'm in front, they have to sail towards me to engage which means they can only shoot when we are in effective range of each other, they cannot force me to a specific side for fear of losing distance, doesn't that mean that if I'm in front I dictate which side I fight on? If I have the wind (by my thought of what that term means) and I turn to shoot, do I not get pushed into the water lowering my aim and presenting a nice flat surface for my enemy ship, which is up wind to shoot assuming their elevation is too high? Additional questions: Is having the wind only useful if you are the faster ship? I know the consensus is that speed is king in PVP but if its that important and a player is that good at staying in that pocket why have much Armour at all? And why isn't everyone just attacking and kiting from that sector of the compass? Can a slower ship do anything against a faster ship that can sit back their effectively? Maybe I've simply got the concept backwards now that its typed out in front of me and I've read over it, it wouldn't be the first time a Naval term has done that to me. Either way I'm definitely missing something and I know its simple and I'm going to feel a fool when its pointed out, but I've been married long enough to know sometimes that's just the order of things.
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