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Zorion

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Everything posted by Zorion

  1. This would be not only for the Xebec. But if i am not mistaken and for naval actions that i read when a ship surrenders then if left alone for some time, she just sails away forgeting their surrender, it gave many problems for the captain and nation of this vessels. Unless they are pirates and care not at all with such issues, when this happened with a nation, it gave origin to protests and demands for the return of the vessel that surrender and then run away. i Believe the captain of those ships also suffered some penality. I will try to find the action i remember to read with an example of this, where a french frigate surenders but the action kept going and the british had no means to capture it so soon. the french frigate saw the oportunity to run away after having strike and did so. later the british presented a protest and demanded the ship to be handled to them,
  2. Yes please! We do need some order (diplomacy) against the present or inteded anarchy Mad Max style and i fully support the idea of the logistics! To me, its quite confusing to claim this is a realistic game for hardcore players when we simplify and make it so easy in the matter of logistics. Leaving ther port without caring or having to consider food, water amunitions, salaries or the plunder sharing to the crew (pirats) seems all but hardcore. I used play a online game where i would sail from Europe to India and Japan and back. the journey took 3 to 6 hours and i had to consider how much food, water, amunition and even the cost of the payment to the crew.
  3. We need to understand and above all we need to know and accept the Devs. vision and goals about how the outposts will influence the play. I seem to see two different intentions from the playerbase. Not all are extreme, there are those who play in the midle but lets watch the extremes. The players or Alts aiming for economy, trading or crafting play. These use the outposts for strategic resourse gathering and stockpile. The players that play the game mainly for action, PVP. These use most of their outposts as strategic stations for the raids and attacks. All of the players wish for more outposts, obviously but if the Devs plan is not to allow a player to be self-sufficient and force the need for interaction between players, then i do agree that we have maybe too much or near too mutch outposts. IMO also we need to end all forms of teleport. At the present time, having an outpost in other side of the map only cost the time of the first travel there. After this we play a kind of sci-fi strategic game. Distances mater not at all.
  4. Stern rake doesn´t seem weak to me. Pehraps a matter of opinion or personal interests but to me it may even seem a bit too powerful. A bad angle and it may seem weak, as it should but in a good angle, to me it seems that sometimes it is too powerful. A large ship can measure about 40 or 50 meters and if i am not mistaken, i saw rakes where at the distance of about 2 large vessels, a rake withy grape can be devastating in game. I do believe grape should not be so effective at 100 mts. at less than 50mts i would think it would be a absolute nightmare to the enemy deck, if marines were getting ready to board. Also, pehraps a 5th rate rake should not be so effective to a SOL as it is in game at present time. A rake made by a SOL to another SOL at short range could be devastating and well... A SOL against a 5th rate would only need a broadside to be devastating. As for the moral, absoluly a good sugestion. I would love to see it. To sink the vessel, i also agree with your sugestion, leaks (enough to win the pumps) and boarding then deciding to scuttle. I would add fire (out of control and maybe the explosion).
  5. Definitely something i would like very much to have in NA. I do remember when i first sailed on the OW to question why the game had such an arcade sailing. This and another question i had. Mind that i used to play Uncharted Water Online and there i would sail from Europe to China, a journey taking about 4 to 6 hours each leg and depending on the stops. In this we had to manage and make decisions on something i did and still do miss in this game. We had to manage the water, food and amunitions for the journeys. This and choosing how many crew for each vessel. A trader could chose the minimum crew to max the profict and reduce expenses in salary (i would imagine pirates do no pay salary, instead should share the loot of the raids) and water and food consumption. this would have the down side of taking the risk to be a easy prey for a pirate due to the low crew number. A captain aiming for battle could choose the full crew. More expensive and less days at sea but better fit for battle.
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