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Nooop

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Landsmen

Landsmen (1/13)

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  1. Realism was increased? Are you referring perhaps to things like the addition of the GPS ship icon on the map?
  2. Have crew be a cargo item you can buy and put in the hold and move to the warehouse. Crew experience would have more relevance in a more realistic game than this. Crew are infinite, available everywhere, dirt cheap, have no maintenance, can be resurrected with rum, and boarding actions continue until the last man with the winners crew decimated. Historically, England had such a shortage of sailors they resorted to boarding American merchant ships to press crews. Crew should be a commodity that you can put contracts on. Crews would want to work for the highest bidder.
  3. But what about removing fleet limit? What if it was 3 vs 1 instead of 1 vs 1?
  4. You mean like what the meatspace pirates did? Don't want to have any "realism" creeping in and mucking things up.
  5. A Treatise on Naval Gunnery "In consequence of the loss of force which the balls, in all these experiments, sustamed by striking the water, it has been inferred that, if a shot be fired with such a depression as a ship's gun will bear, it will not penetrate into water more than 2 feet ; and consequently that it will be impossible to injure a ship by firing at her under water."
  6. You shouldn't even have to sail a trade ship. They should sail between your warehouses automatically.
  7. They nerfed DLC breakup wood yield! Now you get nothing but trash.
  8. Good thing none of the trees across the street got blown over.
  9. I would make all NPC trading player controlled. No trader spawns. You can have your trade ships set to automatically go between ports.
  10. " Why not? There is only 25 of the high value goods. The rest are the cheapo $500 ones. Do I have to keep checking in to see if there is 25 more. It will take a ling time to fill 3 Indiamen. Major trade nerf. Lucky I just switched to consumables for income, which seem to be experiencing inflation.
  11. Sea exploration: Randomized map is generated. All blank when you press m. Sailing around in a grid square for a while creates a level 1 chart of that square that appears in your inventory. Having this chart with you reveals the map and protects against navigation hazards like running aground in shallows and random mishaps. Maps can be sold or copied. Mapmaking can be leveled up for better charts that protect against hazards better. Land exploration: Ports begin terra incognita. You can build an explorers camp that crafts exploration points from explorer commodity and hardtack. When enough points are accumulated you get a chart of the port showing its natural resources. Settling: Town can be founded. Construction shop takes lumber and tools and crafts housing. Once houses are present, the town can receive immigrants. Once in place, they consume commodities and generate labor hours that can be purchased. Immigrants prefer to go to ports with plentiful, cheap commodities. Crafting: Each port has several plots that can be used to craft commodities. A few will have a large bonus, more will have a small bonus, the rest none or negative. Plots can be bought and sold. Labor hours are dropped by the town and can be bought and used to craft. Harbors: Harbors have a natural quality level that determines how much protection they provide in a storm and the speed goods are loaded. Extra docks can be produced to allow more ships to load faster. Trade: Ships number unlimited. Docked ships pay a docking fee to port owner. Ships at sea need to pay for a captain. Fleets need to pay for an admiral. Warehouses unlimited. Pay rent for each warehouse. Player ships can be sent out to trade under ai control. AI ships can not battle, are just looted. Automatic trading requires paying for accountants. This replaces random ai spawned ai traders. Loans: A loan package with a modest interest rate can be purchased as a DLC to get things going in the exploration phase.
  12. Remember zoom level in open world when in port. Not have to set crew again when you set main in a fleet.
  13. Not serious, but I would like to see players control the commodities instead of drops and automatic port buying. Players make commodities. Population in towns is tapped for labor hours. Towns grow or suffer emmigration based on commodity availibility. Towns consume commodities based on pop and supply/demand curve.
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