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Gott365

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About Gott365

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  1. Maybe instead of making 1 - 3 traders carrying all pieces of a specific trading good, increase the spawn rate of traders a LOT, but make them all carry a certain percentage of the total amount of goods produced. Would solve this specific problem that wasn´t necessary to be created at all.
  2. Alright then, can only say it never worked for me although I matched criteria... Anyway, with the new spawns in numbers and places it should be considered to be reworked for reasons stated above.
  3. Are you telling me killing OW fleets gave you hostility progress before patch 27? I don´t think so, or at least it never worked for me.
  4. Consider this again: Hostility missions were open (for the length of the battle or at least 30mins afaik) => OW battles are closed after 3 minutes. Hostility missions could be done by a group of 10 ppl max => OW battles can be done by 25 ppl max. plus before it was a battle 10 vs 20 at best for the defender; the advantage of numbers surely made defending easier. Before you could at least see your harbour is being attacked and take countermeasure. Now you might not even notice until you have a PB pop up. Please don´t tell me nothing has changed; this might screw over the whole RvR big time.
  5. 1. I´m sorry, it was a long day 2. Why would you change a proper system (aka hostility missions), with easy to plan and easy to counter mechanics, into something RNG-based, which in the worst case is impossible to counter? Don´t you see a problem there when you have 10+ 1st rate fleets sailing infront of a 2k BR port of a different nation?
  6. Since I didn´t get an answer yet although asking several times: Is it a bug that killing AI fleets in OW without hostility missions count towards hostility for ports or is that intended? And if it is intended, then why the hell would you do that?
  7. Ok, done with testing: Just sunk a pirate Bellona (AI) as spanish player outside of the pirate harbour of Sisal and hostility went to 1.6% Now asking for the third time: @admin IS THAT INTENDED OR NOT? Cheers, o7
  8. So two things concern me: 1. The treasure chest can only hold 10k doubloons, and I´m already above that (look at me rich boii). 2. More serious issue: I had two clan mates attacking an AI fleet in the open world infront of an enemy city, which gave a huge boost for hostility. Haven´t tested it myself yet but am going to this evening. Maybe someone can save me some time and verify this? And can someone tell us if that´s intended @admin ?
  9. @admin Is it intended that killing OW AI fleets counts towards hostility?
  10. Lets make it fun again. I hereby call upon the new fir/fir-4th-rate-fireship-meta! Oh, and btw: Can we maybe get to give our fleet ships separate commands?
  11. Depends on how much slack the ropes have, but you´re right nonetheless. It´s a game after all
  12. Thing is, as Banished mentioned, last (split) second changing options is way too unrealistic. Maybe changing options in the last 3 seconds should be impossible, so that one can prepare for the next round. Or maybe the last second change should be punished even heavier, speaking of 90 prep for an attack in the last second, whereas defend should stay at the 20 it is atm. For realism/immersion, as defender you can see the attackers coming, and prepare for another 1 or 2 seconds. Same goes for Musket salvo etc.: All the offensive ranged attacks can be set to around 60-70 prep, whereas Brace mainly is ducking when you see the enemie´s musket barrels, so staying at about 10 prep. Or you overthrow this alltogether and make it a RTS minigame
  13. I still think the idea of changing the boarding was fine, because until there are no muskets in battle apart from boarding, you can´t keep someone from hugging, if he wants to. My idea would be to make boarding possible for two separate cases: 1. At speed up to say 8-10kn, but only with a difference of say 1-1.5kn, and maybe only at certain angles (broadside-broadside would be the ideal showcase). This way huggers could be punished, without losing realism, because a speed difference of 4kn or higher in real life would have just caused the ropes to snap, or the brackets to break when the ships moved on (bc they would not take down sails in an instant). But when your relative speed is quite close, boarding may actually be possible. 2. Rules as they are now: At low speed of about 3.5kn, but with a larger difference in speed allowed. The other changes are fine to me, bc Requinn was just massively overcrewed for its unlimited range on OW. Still, moving it to 5th rates would´ve been fine with me aswell... Another issue I have is with determined defender: Either you make it useful, as it was with 30% crew difference, and maybe nerf it down to 15-20%, if that´s necessary (which it wasn´t imo), or you delete it as a whole, but the way it is now, it´s just useless. Determined defender should protect you from getting boarded, and it did effectively, but this efficiency got removed entirely. Balancing with a fourty ton truck instead of a slight push becomes annoying at times...
  14. Gott365

    Tremendously stupid AI

    DISCLAIMER: OFF TOPIC :) Best example would be @Thonys idea, I guess. Apart from that you could see the spanish Galleons as predecessor of the Indiamans (what is the correct plural on that lol), and since Wapen and Inger are rather "old" ships, maybe we could get one of those later built and trade-fitted Galleons aswell, e.g. later Manila-Galleons. Now that I searched for some time, it´s actually rather difficult to find ships like these...but I found some: HMS Madras (1795, 56gun armed transport, originally built as East Indiaman with 1400ish tonnage), HMS Weymouth (1795, same story as above, 28x18pdrs, 28x32pdr carros) and some more ships like these. I mainly found those british ships, but I guess there are some more of different nations aswell... hope that´s enough at a first glance to satisfy your curiosity :D
  15. Gott365

    Tremendously stupid AI

    That aswell, but my point firstly was to fix the AI ^^ Buffing Indiaman and LGV would be nice, though. I mean, the Indiamen were supposed to sail from Europe to the West Indies or to the Caribbean and back. They therefore were actually well armed and armoured, so that they single handedly could fight off attacks. The ingame traders are far away from that, only matching the numbers in crew.
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