Jump to content
Game-Labs Forum

CrustyJohnson

Members2
  • Posts

    154
  • Joined

  • Last visited

Everything posted by CrustyJohnson

  1. Quite simply, sailing xp should be a separate thing. With every level of sailing xp you gain, you are able to more accurately predict your position. Could also give bonuses to fishing, hauling, improved knowledge of trade ports and prices, less chance of losing items/taking damage during a storm (I do think storms should be things to avoid), ability to predict where the wind will shift (I hate how predictable and boring it is now), ability to predict which direction a storm is (in case you are being chased and want to lose them in it), lots of possibilities for this game outside of the combat. Sailing xp should be gained through vising ports you've never seen before, trading, escaping battles, . Maybe a big bonus for achievements like visitng all ports or trading in every single commodity. I would like to see more achievements!
  2. let's just remove damn DLC ships and give a DLC for an extra tow every day. That's basically what you are getting Maybe in order to stop people from wanting refunds, just add the ability to redeem either the dlc ship or a tow once per day. Honestly I don't think the DLC ships are OP but it's just another thing for people to bitch about...I kind of wish the devs would've just monetized cosmetics and metagame perks like tows, extra slots, I think a lot of people would pay a small amount many times for paints, sails, cosmetic upgrades captured ports for clans, I'm not going to ever buy the flag or paint DLC but I would likely buy one or two here and there, especially if they are limited in quantity or unique. Other monetized cosmetic and meta options include: - Port cosmetics that a clan can purchase and use on captured ports; - sail colors; - sea shanty/bells/whistles you can use during a fight to rib your enemy; - semaphore flags (maybe used as clan standards, can spell out a clan name) - name tags on back of ship (ability to rename ships); I'm sure many have been suggested before but it just seems like a better way to me and will hopefully stop some of the complaining (although they will prob find something else to complain about).
  3. I love this game and fights are always interesting, intense, and fun, but I think there are possibilities to enhance game play and vary experiences quite a bit. Naval mines have been in use effectively since the American War of Independence. I believe the addition of naval mines and maybe a mine tender ship could add an interesting and fun layer of game play; especially in port battles. Much like a mortar brig, a mine tender would be a specialized ship purposed for area control and denial as well as set-up attacks. imagine blasting a mine with your bow chasers right as an enemy passes near it or being on the bring of death and kamikazing yourself for the betterment of the nation.
  4. carronades, 3 gun decks, and 4 bow chasers. It can be a beast
  5. CrustyJohnson

    miss click

    Dang ya, is there a warning that says you won't be able to leave the battle instance with this ship? that might be nice
  6. Can someone give me a quick run-down on how clan-owned ports work. here are some questions: What are port battle timers? What are clan delivery missions? Are ports able to accept certain nations or is it all or nothing? What are the ins and outs of the friendly clan list? how many investments is a port limited to? Why would you make a port open to all? Who decides what port upgrades get selected? What happens when you lose a port in a PB?
  7. I think mini ad hoc port battles against a port that is defended by AI (can be upgraded by port owner) and players coming to defend would be a nice addition. It could cause hostility to go up and if the raiding team wins they get a percentage of resources that that port produces. Would allow more access to PvPers trying to get rare woods. Maybe the game play could be a little different, like some players have to use trade ships and keep them in a zone for as long as possible (while they load up on resources) while others in war ships defend them. Might kind of be a nice change of pace and allow players to show off their evading skills.
  8. Jesus just make all ships within county waters of influence untaggable during a PB. it would mean establishing a foothold in a county before moving on to the capital would be important so as to not have to sail so far and risk being tagged before reaching county waters. Send out a message saying that the county is in a state of war and tagging is unallowed. Smaller clans can actually get their damn fleet in the port battle and the defenders still have tower defences, etc. to give them an edge. if you can't muster the people needed for a 25000 BR PB then your clan doesn't deserve it.
  9. Ya I have to agree, if he was simply messing with you in your own territorial waters, than likely you could have had someone come to help you and he'd be dead; but he was near this own shoreline, doing whatever he could to stop two ships from running up and down and decimating his nation's traders. Too bad the Pirates on the east coast of the US aren't stupid enough to bring in slow ships like yours or I'd do the same to them.
  10. The only way to stop alts is to make them less attractive. The admirality connections was a good step toward this. Maybe figuring out an alternative to labor hours, implementing hands-off AI traders (just give them the supplies and a destination and turn them loose), and allowing clans to go rogue from nations and create their own city-states would be a way. (no more spy-alts, rvr grief alts, or alts needed to access enemy port resources)
  11. Yes it shows you the actual attack they last did, but if you look at the numbers next to where it says "Melee" and "Firepower" those will tell you how many men you will lose at the end of the current turn if nothing changes. If you are bracing and see that the enemy will do something like "53" melee damage to you; you know they are using "attack", etc.
  12. That's not really true. As I said in my post, if you look at how much firepower/melee damage they are about to do to you at the end of the turn; you vcan estimate at least whether they will "attack" or use deckguns, muskets, grenades
  13. True, I just never realized it until recently so I figured others may not have either. I seem to remember you used to be able to see exactly which move they were going to do next turn.
  14. This is just simply something I realized recently and I thought it may not be obvious to everyone, so I thought I'd explain. When in the Boarding mini-game, the numbers labeled "Firepower" and "Melee" actually depict how many casualties you AND the enemy will do at the end of the current turn. This allows you to know when to defend instead of brace and is especially helpful if you get nabbed by AI without being fully prepared and need to just disengage. If you are bracing and see that the enemy is about to do a crap-ton of "melee" damage to you, you know they have selected "attack" this turn, so switch to defend. If you and the enemy are both slated to do one or so "firepower" damage, you can be fairly certain you are both bracing or defending. I have actually turned the tide of many AI boarding fights thanks to this. P.S. I actually enjoy the boarding aspect of this game and hope to do a more robust guide in the near future. I'll keep posting little tips and tricks as I realize them.
  15. Kind of a confusing question. An example is, looking at the Naval Action map tool, it says Art of Ship Handling requires Art of Cargo Distribution and Art of Steering by Rudder. Does this mean I need two actual copies of the book unlearned or can I learn one and then learn the other, thus giving me the Art of Ship Handling?
  16. Thank you all so much, makes sense why those counters haven't been ticking upwards haha.
  17. The DLC ships really are not the weakest in their class....
  18. Not trying to talk down to you, but every ship has a purpose and good/bad matchups. Pandoras are very mean when boarding many ships (such as a Le Requin) because it has 3 decks and the Hercules outfitted with carronnades can be a real headache for slower 5th rates. Plus it's 3 decks make it an excellent boarding vessel as well. The Le Req is honestly so powerful you can take on nearly any 5th rate with it because of its ability to mount mean-ass carronnades, its low profile that gives enemies nothing to shoot at and gives you the perfect carronnade shots below their waterline, and its stupid high crew count.
  19. Do Kill Missions Count Toward Search and Destroy and Hunt Missions? Also, does boarding and then sinking a ship count as a kill? Does capturing it count as a kill?
  20. Port Bonus - I think we can all agree that port bonuses for ships have the ability to swing actual combat advantage in the direction of the most powerful nations. My suggestion is to change the way ships are crafted in the first place. I think ships with any bonuses should be forced to be constructed over real life time (hands off of course). Therefore, normal ships could be crafted instantaneously, but ships with bonuses would take actual time. The time frames might need to be balanced but maybe, 1 day per level, up to 4 levels . That way the best ships could be crafted anywhere, such as at the capital of nation that has been reduced to just one port or a free town. That way, impoverished and isolated nations could still hold their own in a PB, albeit after a period of waiting and preparing. Upgrading a port could still come with a hefty bonus, perhaps 25% off the time it takes to make the highest quality ship per level and reduced material costs or something to that affect. Honestly, the ability to invest in a port and have all materials be able to be produced there seems like a giant bonus. Ships stats would still be balanced by rare woods and would still give a smaller bonus to large nations who own many ports (but an advantage that would not be unable to be matched through planning). Any thoughts on this?
×
×
  • Create New...