Jump to content
Game-Labs Forum

Hethwill

Moderators
  • Posts

    13,663
  • Joined

  • Days Won

    87

Posts posted by Hethwill

  1. 2 hours ago, Raxius said:

    this is nonsense... you expect clan members to delete level 3 shipyards, level 3 buildings, purchase additional DLC and then coordinate with clan to fight eachother to improve?

    how will the clan sustain that, if half of it has moved then materials are not being deposited, members lose interaction with one another, other clans fail to trust clans that have 50% in another nation i dont want to delve deeper into this unimaginable idea.. wouldnt it be easier, more effective and to be honest with you less hassle to just implement the lobby system fleet practice that was already previously in the game when I purchased it not to mention with your idea it will cost a stupid amount of ships,. upgrades, cannons, to which the fleet practice is designed to teach without substantial cost??

     

    Please read your suggestions to yourself before sharing next time as i dont want to have to explain the well known reasons why this is a bad bad bad idea.

    please implement fleet practice.

    I'm not suggesting anything. I'm stating what some groups do already. just take it as is, nothing against your idea. chill.

  2. 1 hour ago, Macjimm said:

    I would be concerned about getting banned, or disiplined for some sort of metagaming, if anyone else had.

    They fight like they would any other enemy. They cannot get better if they don't.

    They sink, they lose ships, they get a feeling of what the game really is and embrace it. And they get better at it.

    There's no alt meta gaming. They are not alts, they are unique players that are in a different nation so they can fight their friends and learn.

  3. Some clans have their sister clans ( recruitment entry levels and even team Bs ) in enemy nation ( recruits will have either Forger DLC or willingness to restart character ).

    Probation period minimum 30 days ( as per DLC )

    They DO fight each other to the death and train, single, squadron and fleet actions. They take it serious and not as means to "farm".

    Their entire objective is to help the recruits and overall have their practice with game loss.

    • Like 1
  4. By the timeframe the 4th rate barely existed anymore, same with 2nd rates ( is not for nothing that we still use the expression 'second rate' today when we want to refer to something as not exactly as good :) )

    Endymion is indeed a frigate 24 pounder, a 5th rate.

    Bear in mind that back then no one would refer to rate but to guns count -and/or- gun shot weight.

    "Frigate 12 pounds, 40 guns"

     

    • Thanks 1
  5. You are in the Introduction Mission.

    Read the text carefully. You are in command and must reach port. You must also do damage to enemy vessels. 

     

  6. Complete the initial assignment. Read the instructions. You must reach the indicated port while making damage to enemy ships.

    Your captain has been shot. You are in command now. Once you reach port you will have access to everything.

    It is Introduction Mission.

    I don't know if it can be skipped.

  7. 7 hours ago, Mr Kemosabe said:

    Pitts Town is owned by a clan that is DEAD. Being a pirate, and JACKS being a dead pirate clan, how do you propose I take that port? 

    What you perceive about a port and owner clan is not the same the game sees about port and owner clan.

    Game sees Port held by a clan and will continue to be held until taken by enemy, raiders, or dropped due to lack of funds.

    What you want is not part of the equation.

    Now, whether you want to accept that reality or not is on you. And no one can help you.

    The clan exists and holds the port.

  8. Port Investments - Money Locker, as per July 2020

    Present situation:
    Clans and large groups of people can now develop ports above their initial fixed points
    25 points (initially) can be added to ports using investments.
    Every investment level gives 1 extra point to port development. 1 additional port point costs 10 Money Lockers, 50 Wooden Chests and 30 Victory Marks
     

    My suggestion:
    Clans can develop ports above their initial fixed points
    Additional 25-35 points can be added to ports using investments (tiers by port value).
    Every investment level gives 1 extra point to port development.

    Investment tiers:

    - ports with initial 50 points or more  - 1 additional port point costs 10 Money Lockers, 50 Wooden Chests and 30 Victory Marks - maximum of additional 25 points
    - ports with initial 30 points up to 49 points - 1 additional port point costs 5 Money Lockers, 20 Wooden Chests and 10 Victory Marks - maximum of additional 30 points
    - ports with initial 0 points up to 29 points - 1 additional port point costs 1 Money Lockers, 10 Wooden Chests and 0 Victory Marks - maximum of additional 35 points

     

    This allows all clans and all ports to be invested upon and, by effort and organisation, to become effective and even surpass supposedly main ports. They also can become valuable Conquest targets.

    Once a port hits a tier, say it passes from 29 points to 30 because of investment it automatically becomes a port with 30 points and investment cost is raised. But port does not count as being an Initial 30 points.

     

     

    • Like 2
  9. War Server
    As per July 2020 Conquest system

    - Possibility of Flag drop as loot from sunken enemy ships during a Port Battle of whatever nature ( raiders or pvp conquest); flag bound to player. If player is sunk, flag is lost.

    - Possibility of ONE flag per Port battle, can drop from any ship involved ( if RAIDER it will drop from AI ships only ), but only 1 flag will be dropped no matter the winner. 

    - Possibility of Wooden Chests as loot from sunken enemy ships similar to present system of Home Defense fleets, 1 chest per sunken ship.

    - Flags Applicable only to ships of rank 3, 2 and 1

    - Chests Applicable only to ships of rank 5, 4, 3, 2 and 1

     

×
×
  • Create New...