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Nooop

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Everything posted by Nooop

  1. 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.
  2. You mean like what the meatspace pirates did? Don't want to have any "realism" creeping in and mucking things up.
  3. 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."
  4. Good thing none of the trees across the street got blown over.
  5. I would make all NPC trading player controlled. No trader spawns. You can have your trade ships set to automatically go between ports.
  6. " 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.
  7. 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.
  8. Remember zoom level in open world when in port. Not have to set crew again when you set main in a fleet.
  9. 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.
  10. Have other ships in fleet shown in the Open World view.
  11. That's part of why I posted. If production is finite, I can make my own private clan of alts, but my port only produces 3 ships per day, I get diminishing returns from the excess. One possibility for alts is to have xp decay and make crew size linear with xp so that 1000 xp in 5 alts is worth less crew than 5,000 in one alt. Make outposts and fleets unlimited but you have to pay a daily rent on each slot.
  12. Let new players be able to be hired as captains to control your fleet boats*. You go to the capitol and post a captains wanted ad that can be perused. After a chat they control your other ship. Also multi crew. One steers, other shoots. Instant action, no inflation from magic giveaways. Players can post quests. Bundle a trader brig, load a cargo, state a destination and reward and put it in the quests. Broke guy can pick up the brig and sail it to destination, and get reward. Also player created patrol missions. Drop a cheap boat and some money to get someone to patrol a zone that it would be useful for you to have someone patrolling in.
  13. And I think I have a hard now when I can't tell a Dutch from French flag through a telescope.
  14. Not when you are looking at the crosshair view, then you only see your current side. That prevents loading that side ever. I want it loaded next after the good side is finished. Like if I 1222 I want the good side loaded tirst, but I don't want the other side turned off. I know you can micromanage it, but I that's too many view changes and keypresses when I am already barely able to keep up with all that is going on in a battle. Yes, that. Higher level up you may not want full, but I have never had need for anything but full at start. Certainly can't think of how stop would be used.
  15. Show the shot type underneath the cannon icons. Click mouse to change shot type instead of number keys. Changing shot type means load that next, instead of scoop out the ball and reload. Priority to a side, load that side first if shorthanded. Start battle full sail as default.
  16. This is in the realm of a wishlist and not serious, but you could add armies and supplies in. Let a port invasion start with creating a siege port right next door. The owner of the invasion puts contracts for troops and food and ammunition that he can use to craft siege points that lower the defenses of the port. If the port is far away this will need lots of supply missions that will be need to be protected and the defender has a shorter commute time. Recapture of a port close to the home area will be easier because of the short round trip vs the attackers. Maintaining an occupation garrison is also an option. The option for a large empire is to escort large convoys with 3rd-1st but this will shrink their main battle fleet so lightly escorted convoys spread across its many possessions may be a necessity. If we add crew experience, a large empire can build many ships but they will be staffed with green crews that can be preyed upon by a veteran pirate raiding fleet. Possibly add a mechanic for succession and revolts to create new nations that can split up a larger nation. Make that DLC, with a custom coat of arms. People might pay to create the nation of Boaty McBoatface.
  17. What got me thinking about this is I built a sugar farm and I have 5 slots to build in a port. If I had an alt I would have 10 slots. If everyone went to this port and made many alts it would have unlimited production, as production is proportional to number of players. In meatspace economics, resources are finite. The most productive plots would be snatched up by first comers, leaving only marginal plots for the rest. Eventually you run out of land and you have to look to far away colonies to develop and import their resources, and transport these resources back home, which is the meatspace reason for having merchant ships bearing commerce and warship navies to control this commerce.
  18. Maybe a system could be devised to prevent griefing like this and disallow transfers of assets between nations. Someone should play the governor who makes regulations on imports/exports and ship sales to other nations.
  19. Problem: Overpopulated nations dominating underpopulated ones Cause: Production linked to number of players. More Players make more production. Solution: Link production to nations or pors. Each nation or port has a finite number of production plots that can be leased to the highest bidder. How Solution works: Overpopulated nations will see more players bidding for limited production plots and the prices will inflate. Ships and repairs will be more expensive for them. Underpopulated nations conversly will have cheaper ships and repairs. Overpopulated nation will have a harder time dominating smaller ones because they have to pay more for everything. Choosing an unpopulated nation is attractive for its cheaper prices.
  20. Open world attack is too hectic. The pre battle maneuvering is like fighter jets, you get a warning at the last second and they come zooming in and the battle starts with you right next to each other and the attacker is in an ideal position. Make the battle start as soon as you are at the circles perimiter. Have time accelleration. It is set to a higher rate if both sides set it. Add a disengage button if both sides have it pressed, battle ends.
  21. Let players run the insurance companies. Player can make a contract with another to insure his cargo.
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