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ulysse77

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Everything posted by ulysse77

  1. Disclosure, I am a day one player, day one from the arena days.... But I`ve been playing much lately (the past year) mostly because well after almost two years of playing pretty much only Naval Action i moved on, but it`s always on my radar, i follow the forums daily and I plan to go back again soon. My first magic moment was getting in that lynx the first time, and seeing the amount of the detail, then discovering that this would not be a Blackflag clone, but as close a a naval simulation of that era that we ever got. It was hard, and i was in love... But my first real Awe moment was my first battle with heavier frigate and line ship being in only a suprise or something, Lines were drawn both slowly moving to gain an advantage... and then the flashes... I almost scream "get down".... You could tell the ennemy had fired at a distance but the crashing sounds came a few seconds laters, and then the damages.... Very few games give me that crescendo of going from relative preparedness to utterly chaos in a matter of minutes... It was satisfaying. Im not sure i have the devotion to be a full time pvp player, but give me a "sandbox" type of single player game with this and i think it would top of my list, for ages... I may be the exception, but i would love a SP game, where you start just a low officer and move up the ranks where many days would past without actual combat but where actions could definetly means good things for you.
  2. Been a while since i played, took a healthy break. Im in the mist of the reading the Kydd series and I can`t recall reading an answer to this topic that may have been ask before. Was there ever a plan to separate carreer, with different perk or play style, a la POTBS. Like Navy officer, privateer, and traders... Maybe with a way to move back and forth from each carreer. In the Kydd series, Kydd start a navy officer, goes into trading, back to navy, then a privateer, then get is comission back. Might be ahistorical but might be easier to balance. Just for discussion sake. A Navy captain get is ship for free, according to his rank and merit, but not much when it comes to prizes. nad mostly get XP from doing missions, Cannot Trade and smuggle A Privateer get a large chunk of a prize money, can trade and smuggle but get a huge penalty when in bigger ship (cost) and still need to buy is ship A Trader can craft and trader, buy ship ang get XP for delivery missions. of course the officer perks could be lock according to your path. You could decide to change carreer at anytime, by dropping your comission, buying it back, or buying a letter of marque or a trade license.
  3. well then make jsut two categories, regular and well crafted. Regular have no bonuses and less upgrade slot... Crafted have bonuses and more but random quantities of slots... I would not colour coded them at all, you can only add the name of the crafter to the crafted one. Of course, regular could also be crafted. And why not add a type of mission that you would need to craft regular ship for the AI to use. I think it`s nice to have PVE incorporated in Conquest, now we can add more crafting to conquest (i know supply missions are there)
  4. mentionned before When you get close to shallows General Yell - 4 fathom - Sands and broken shells (the depth could be anything and and always the same)
  5. Well i would make it that you would have to use one of your officer to each ship in your fleet. (basically same thing) We will get more officer slots eventually.
  6. and we already have arena battle for those who want quick action (i have no clue if it`s use at all)
  7. hmmm i recall something in this nature propose long ago, when trader would hire escort from player... you would sail with an AI fleet but if there was a battle a player would appear instead of the AI, taking control of the AI ship in the fleetI. Issue were: -what would happen to the player who magically "teleport" accross the map. -Attacker complaining that they would'nt know who they were attacking a NPC or a player. -Probably more i can recall it,s over a year and a half ago
  8. I had two battle in a trinco last week against the same rattle, first battle I made a huge mistake to start with and i tought i was done as he was to stern camp me... I did exactly what is mentionned and turn the table on him that he add to run... I m also a terrible shot at time and can`t seem to hit a barn... Next encounter two days later i manage to get him a few times, I dunno if he decided to stay just for politness or what but he sunk... So two encounter with a snow resulted on a victory and half. And im sure there`s two of better pvper out there. I had almost no perk and no amazing upgrades. So it can definetly be done
  9. well might be interesting for a while.... i`d love a good frigate duel...
  10. I remember those, but they were not useful because usually you were very far from the info. This would give you a report of ship in your area. let say at the closest free port you wouldn`t need to physically see the ship. Let say im in roseau and a ship sail from carriacou, nobody from my nation might see it and call it. This could send you a letter that at least you know some ennemies are operating in your area without actually spotting him.
  11. for the informant, maybe instead of player and port departure, something more like, British 3rd rate spotted near Roseau...
  12. Have a sugestion for two new perks: Informant and Cunning merchant Informant : Know locations of nearby player from ennemy nations. Every so often when you get into a port you get a message saying that : Captain soandso left port x hours ago in this ship... You would only get it once in a while, and would only work for port in a certain radius. A bit like the player sighting we use to have, but just for port around your current locations Cunning merchant Knows best price for certain items in nearby port. Would work in the same principle, once in a while you would get a list of certain ressources and their lowest price (port price or contract) in nearby ports I know it`s a bit late in the game and maybe they were suggested before.
  13. love the idea that pve missions will be tied to RVR or PVP... make them more relevent...
  14. oh and maybe add... "we shall beat the quarters and drums " when you hit attack in OS .... ;-)
  15. maybe add sounding report when you get to close to shallow on OS.... EI: 6 fanthom - sand and broken shell... (make them random)
  16. where will the port reset/partial wipe land in this plan?
  17. always up for a challenge ;-) 1. If the argument is that we need to add maintenance to ship cost, and as stated before, be somewhat historical, that means provisions cost could be 90% of the ship cost so provisions will be very expensive to craft, and people who will do it become very rich and then you get more inflation and even though ship price will sky rocket you still will get people who are gonna be making tons of money. The slow down of the crafting process with those added provisions will also jack up the price. So crafter will become richer and fighting captain will become poorer. That of course is if there actual trading, If anything is done in clan, price will be irrelevant as it will work in a close loop. If the intended goal is to create a money sink, I would make provision crafter having to sell to port, and buyer of ship by provision from the port, both at a fix price. Then that would work as tax, and a money sink 2.Instead of making provision part of the blue print, and if we dont want to go the way similar to repair kit, I would make them exclusevely traded through port, Crafting of ship would remain as it is. We would get a new recipe for provisions, those provisions would be sold exclusively to port at a fixed price. Buyer of ship would also need to buy provision from port, you can make the difference between the two price quite high so this money is removed from they system. Provision would not be transferable with ship ownership via player to player. That provision purchase could be a one shot deal for as long you own the ship. 3.How many player actually remain at sea for 60 hours in real time. The fact that it can be done doesn`t not mean it is. You have the data. 4.Moot point, tons of stuff don`t really happen either and no one complain. We dont have deserter, our crew magically reappar etc. If provision would become consummable i think we can come to the conclusion that in this pararel universe, my ship does not exist when i log off. 5. I think in the grand scheme of things supply should play a role in conquest and planning. Why do we have such a big map? In reality the only person who do not return to port are lone wolf preying on traders. We have to be close to a port to create a flag, so we basically cannot hop around the map. If supply and flag creation would somehow be tied, how about a way to create a flag from a fleet at sea. 6. Why not, I tought the idea of repair kit is to actually simulate those supplies. You mentionned you want to remove them as a consummable. personally i like the idea of either choosing to repair at sea for high cost or go to port for cheaper repair. I find it odd, that it was propose some where else that we would have to actually sail capture ship back to port. and manage the crew, but provisions somehow become too much of a time sink . Anyway i hope my comments were seen as constructive. keep up the good work
  18. except it`s not really maintenance, it`s basic cost to build the ship.... maybe that`s good for the crafters, but as i see it, crafting is done, right now anyway, in either closed loop(in a clan) or by single player... either way it doesn`t really promote more trading, it`s just one more layer. Anyway will wait and see i guess... I don`t think it`s a game breaking change (and i don`t think anyone in here tought that) IMHO to help the traders and crafter, some kind of private contract or supply missions would make it more interesting than just more ressources to gather.
  19. I am in fact the lone active player left in the SLMfr... and i am only active maybe an hour each nite...
  20. I doubt you `ll see many trader doing them if they are available from every port. I dont see many trader anyway thses days, not in my corner of the ocean anyway
  21. Since we always gonna get inflation because we can print money from damage, I would remove money from damage and change it with reputations. Since gold is mainly use to buy ship, the way to acquire ship would also change. What if shipbuilding would work on a the missions type, The admiralty would create a list of ship they want and at a fix prices(maybe the price could fluctuate if the supply are low on a certain type of ship) Trader ship would not be in that category, they would remain the same and sell through auction like right now. The officer who would want to “buy” a ship would then spend is reputation point and buy from the admiralty reserve. There could be a bidding system. You would still get money for mission and prize. I would even add a base salary, based on your rank. This money would be use to pay your “officer” and other supply, upgrade, etc…. You could also use your reputation to get money, and vice versa: use your money to buy reputation.
  22. at one point we have to figure out... if we always need money sink, if player always have too much money that it become irrevlevant, then why do we have money...
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