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Atimk

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Posts posted by Atimk

  1. On 6/25/2020 at 12:14 PM, Felix Victor said:

    I am looking for boarding stats to add to my map's ship compare.

    Values without mods

    1. What percentage of crew has muskets?

    4. How many preparation points do you gain per round?

     

    1. Base is 30%, but it changes with Marines. Marines get the rest % from 100%.
    For example, assume 100 Crew:
    Base muskets should be 30
    With book marines 15:
    [form base] 30% + 15%*100 [marines count] * (100%-30%) [remaining % left for marines]  |||||||  [70% that one is weird as it 100% - crew muskets]
    The funny part starts now:
    With Marines 15 and Redoutable Muskets (crew muskets 0,1) [10% basically]
    [from base] 30%+10% [from redoutable] + 15%*100 [marines count] * (100%-40%) [remaining % left for marines]  |||||  [60%as now crew muskets count is 30%+10%]

    So with 100 crew, Marines 15  it should look like this
    30 + 10,5 = 40,5 muskets
    With 100 crew, Marines 15, Redoutable Muskiets
    40 + 9 =49 muskets

    EDIT: I would need to double check this, as crew numbers and crew muskets had diffrent roundings in numbers, but should work more or less like this.

    4. It's 18 per round but 5 is eaten by command switch at the start(or just for Brace) leaving you with 13 per round
    Never checked if you're keep to Attack/Defend you get 18 per turn or 13 per turn

     

    On 6/25/2020 at 1:49 PM, Despe said:

    Nassau fencing masters give u 6 extra point preparation per round, and some melee more.

    I think Book Boarding Parties also, with value depending on the rate of the ship



    Also there are some old game files that might lead you to somewhere
    Path from the main folder: Naval Action\Database\DesignModel\Boarding

    • Thanks 1
  2. Outpost Slots

    It would be nice to have the ability to gain/buy at least 2 more outpost slots, they can be even tied to the free ports only.  We have a such vast and beutiful world that trying to fulfill home defense, together with clan duties and private economy in free ports gets overwheliming on the places you can use. Even the ability to freeze/lock 2 outposts, to reopen it later, so you would not need to haul everything back and have the space for a new one to check out the spot, would do much good in that matter.

    • Like 3
  3. 1 hour ago, Urchin said:

    Fact is I play the game completely  different to you and just about everyone else on the server. 

    • Poland  - You're either conncterd by heart or by challenge, Don't look at switchers or other kings that will change the nation in next month. There's no real reason to go for Poland or China. Otherwise it's just "I'm diffrent thing".
    • Solo Player - irrelevant
    • No Alts - irrelevenat
    • No DLC ships. - irrelevant
    • No Clan - Solo Player
    • No crafting - irrelevant
    • No Admiralty - Poland does have a port
    • No expensive mods - Your choice
    • I'm gifted the odd Prince otherwise everything else is capped.  - negates all above 🙂

     

     

     

    I do like you but it's a meme topic after all

    P.S. As any native member i'd hate to see a country as an excuse

    • Like 1
  4. 3 hours ago, erelkivtuadrater said:

    couldnt agree more, imo ships should be the last things to be added right now, there are far more important things to fix, not only mechanic wise, but also graphically and more things that would give a mindblowing first impression.

    I think you're missing the point. What they care about is that the ship has already been made and in is the game files. What they care about is that the ship took time and resources to make and is gone. All that's needed to change is just making it available.

  5. 7 hours ago, Gregory Rainsborough said:

    It's more the fact that in reality in terms of mast protection, the current port bonuses provide nothing. They're simply not worth having.

    I would say it's more about sacrifice of the other bonnuses and the lv3 to lv4 jump(Crew 4 is must have for rep and board, probably Gunnery 4 for juicy 5%pen with all those S woods, and the choice is left with Sail or Hull 4). But yeah, mast protection is no pen or no mast, really. In some cases Elite French bonusses are not even worth it, bumping mast hits from i.e. 6  to 7 for takedown.
    Personally i would go for more HP buff than thickness. Adjust and see might be the approach 🙂

    Edit:
    I think you meant it for the lesser ships wich could sacrifice a bit of sailing speed and close quarters pen for better masts. In that case another (+/-)50pp apart form the RvR one is needed (Nassau FTW).

  6. Can we grant things related to crafting and exp generation? Things like hull/rig reps, cannons should allow players to gain even a little crafting exp to help them move forward.
    For now the only way to increase your labour hours wallet is building not so cheap shipiard and smashing biggest ship you can day and night.
    I like the idea of being dedicated to crafting gives you an edge but being the only way is silly.

    If i remember right Rum used do grant exp when procesed from Sugar. If it was that much exploited can't it be somchow limited? Let's say something achivment related: Craft 10 000 rum to get 200 craft exp.

    TL;DR Grant new players ability to increase LH wallet with other ways that just shipyard.

    • Like 1
  7. On 12/10/2019 at 9:43 AM, Malcolm3 said:

    Cat o'Nine Tails –leather lash or whip widely used for corporal punishments in the Navy. It has his end slitted in a few thin tails, that are then plaited and knotted, so that small knots will lacerate the skin just as the cat does, hence the name.

     

    Craftable permanent module, made in Workshop:

     

    • 5 x Bull Shark (shark skin and teeths were sometimes used to make the cat)

       

    • 3 x Buffalo Hides

       

    • 50 x Hemp
    • 50 doubloons
    • 5 labour hours

    Effects:

    • Gunnery/Rigging Shock time – -15%
    • Crew Shock time – -30%
    • Bracing time/reload – -5%
    • Reloading time – -1,5%

       

    • Crew transfer – 1

       

    • Sail rising speed – +3%

       

    • Yard turning speed – +1%

       

    • Time to do survival tasks (fires of leaks) – -2%

       

    • Morale – -20 (or even -30, if other stats are too OP)

    More o less the same general idea with diffrent take on it. So make it addition not stand alone project:
    Boatswain's Whip
    Materials:

    • Hemp - for obviuos reasons
    • Bull Shark - that's the great idea you've got Malcolm3 (explained in quote)
      And one of each log - for a nice handle and to force a gathering
    • 1 Live Oak log
    • 1 White Oak log
    • 1 Caguarian log
    • 1 Sabicu log
    • 1 Teak log
    • 1 Oak log
    • 1 Mahogany log
    • 1 Bermuda Cedar log
    • 1 Fir log

    I would set a bit diffrent effects though

    Effects:

    • Crew transfer  3 (it's gonna make you move faster 😆 )
    • Crew hitpoints  -5% (as those injured can not perform)
    • Morale  -10
    • Cannon reload -7%
  8. 6 minutes ago, Malcolm3 said:

    Black River actually is covering Truxillo, one of the main British crafting ports, and it can be attacked only through George Town (Caymans), also 5k BR port

    1 hour ago, admin said:

    BR changes are fine. They will come in handy when Capital first - Regionals second limitation will be removed. This change did not get in due to complex bug in Capital protector fleets which delayed it.

    Not for long... not for long...

  9. We didn't put the timer on Caracas since night attack on weekend probably could be held and it shouldn't be a main target. That beeing said, I did not expect hostility 2 days before to push it to Monday morning...

    Quote

     

    I don't understand why Caracas and not Maracaibo?

    According of description of NPC Port Battles Explained. War server and Peace server information

    Port bonuses of Caracas and Maracaibo

    Port\Bonus Gunnery
    Bonus
    Mast and Rig
    Bonus
    Hull
    Bonus
    Sailing
    Bonus
    Crew
    Bonus
    Owner
    Caracas 3 2 3 4 4 PRIV (Verenigde Provinciën)
    Maracaibo 3 1 3 4 4 CABAL (Verenigde Provinciën)

    Tax rate

    Port LastTax LastCost Revenue
    Caracas 173959 69583 104376
    Maracaibo 796698 318679 478019

     

     

    This is a good question tho, both ports are 49/50 points (literally the points you use to develop a port so the're the same in that regard) and tax diffrence is quite big I would say.

    Edit:
    Yes, I know that till 18/11/2019 10:00 ST it's still "Sunday". I'm mainly sad about hostility 2 days before (it's great for the prep time tho) and target choice. About raid time, seems we drew a short straw :)

  10. I'm guessing it's pure OW related as filling PB BR would be harder depending on diffrent people showing up with diffrent ships. I'd rather go for a kill count or reputation system that could alter your/ your ship's BR by a couple digits. The mods path isn't so bad since best ships often use best mods. Do we cound guns such as Edinos/Naval/Blooms? On the other hand it's an MMO, so gear is "everything".

    Edit: There's also a popularity path. It's kind of unrelated to main post but still connected to topic. You could adjust the BR based on popularity of the ship. In theory it should autobalance after a while  giving a space for versitality. Or it's just a daydreaming


    Also, this wouldn't work as 900 vs 1000 is a closed battle ;) by 30BR Nvm, was chaged to 800.

    On 9/19/2019 at 3:45 PM, Gilles de Rais said:

    So when im sailing alone with my normal 3-slot-Ocean (BR 900) and i meet Ram Dinark in his golden 5-Slot-Ocean (BR 1000). Then my battle stays open so my friend with his Essex can jump in and Help me sink Ram without opening the Battle for Ram's friends ... ?

    P.S. It was announced that they'll work on upgrades soon, don't know if we're patient enough to wait

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