Jump to content
Game-Labs Forum

ulysse77

Members2
  • Posts

    347
  • Joined

  • Last visited

Everything posted by ulysse77

  1. I understand the reasoning, They mentionned in the other thread, and historically that the price of maintaining was much more then the price of building a ship. But when you tie the two together then there`s really no difference. Price of ship will just skyrocket. But then again i bet most crafter are crafting for themselves, very few do just to sell (AFAIK). So this will just become a false feature. I think some mechanic were they "operator" of the ship pay for the maintenance not the "builder" which will just pass the expense down, if he build it for someone else. one way or another, either a automatic withdrawl each time he leave port based on the number of days it was at sea. OR actual supply. If like I mentionned ealier would work like the repair kit, You would buy supply for x days at sea. those supply could have a cargo weight. and after you depleted your supply your amount of crew available would deplete. Now you can make the upper limits of days at sea so high that you wouldn`;t habe to get back for maybe 20 hours of real life.
  2. im utterly confused.... So this will be -a component on the blueprint, like carriage -wil be craftable -will also be a ressource from port -wont deplete in time What gameplay element does this add, other then another another layer for crafters. If we just want to make ship more expensive, just add some kind of tax to the crafter, that will be passed down to the ship buyer...
  3. well if that the case, why not just make it So crafter make the ship... without the provisions buyer buy the ship, then buy the provisions right after, a one shot deal and for the rest of the life of the ship... Too me that a bit useless, might as well make ship more expensive to start with... It basically a drain to remove money form buyers i think it`s either something you should tinkle with, as in buy as much as you want for your voyage, or not included. if we are looking for opportunity for crafter and money sink, why not make the health kit something craftable and just use that mechanic for the provisions....
  4. so if i get this right. you will by supply a bit like you by repair kit... you can scale how much you want and each day it will deplete a bit.... If the max amount is 6 months i think it`s fair...(180 gameday /20min RL per game day) = about 60 hours in RL of gameplay. if my math is correct)
  5. je reitere ma recommendation : je viens de voir que plusieurs des livres de stockwin sont traduits en français: Julian Stockwin Enrolé de force Artemis Les hommes du seaflower La grande mutinerie
  6. I meant be able to choose to not have them at all in battle with you... ( but i guess you can tell them to retreat in battle, can`t recall been a while since i use fleet)
  7. Regarding fleet what about having a mechanic where you choose which ship engage with you and which stay back and act as a support to replenish your crew after battle
  8. Well i guess it all depends on you look at the meta game... is it a "shooter" where only skills is important or is it more of a strategy game with "action sequence" It seems most want only the shooty part and not the planning part. Lets pretend a scenario You sail far away of your base, you decide to harass other nations... you get caught but manage to survive but limping, an your way back someone know you there and they start hunting you.... This to me is a fun scenario even if eventually get caught because of lesser crew what some people want is : I have a big club.... I want to squash you... and keep squasshing because not squasshing time is not fun and please don`t bent my club.... I agree that for now the non-squasshing time is not that fun all the time, but i trust with better RvR element it will be more important... Oh and on a side note, remember that when dev throws idea like that at us, its just that it`s an idea for down the road (typically 2-3 months away I assume) and it will get tweak a ton before it get in the game and a ton more afterward...
  9. As for TP, i really like what we have now for outpost to outpost without ship... As for the ship, why not make a ship deliverable like the ressources, with a long delay and hefty cost... Still need to sail to open the outpost first, so i think that would be a nice compromise...
  10. J'ai commencer la série Kydd de Stockwin (je sais pas si c'est traduit) mais c'est très bon à date. Le héros commencent comme un homme pris par une "press gang"
  11. very good points, I think your crew would need somekind of experience "meter"... hte longer your crew are active or each battle won would add to that meter. If you replenish your crew with pressed member you would dilute your experience meter (remember the old experience meter for units in Total War, and refilling them with fresh recruit would do exactly that) Heck you could aslo run daily gunnery practice to raise your experience a bit ....
  12. out of subject a bit, but is it planned that marines would automatically give you some crew kill at certain range (to simulate using small arms from the fighting tops and such)
  13. I will like the option to send the capture ship to a port, without me sailing it, with a prize crew. Once you get back to port, you would recuperate your crew.
  14. I like the change.. But i think it would need to be tie to a proper surrender mechsnic, escpecially for AI... Will be a big time drain... 30 min per fight, and another 10 min to sail to port... If AI surrender more quickly instead of fight to death, it will be more bearable... In pvp i think it's great addtition, add another strategic layer...
  15. My two cents on this... im perfectly bilingual but most of my clan mates were engligh speaking only... They found it very hard trying to get into PB since none of them understood french. Some french player even went as far as to say that they were never gonna be trusted and were always been seen as spy for the brits... They had no choice but to leave the french nation.
  16. People don't learn.... Let dev take care of their own business plan....
  17. well, historically, if a 3rd rate came accross a frigate, he could requisition the crew to fill is compliment. I believe vice-versa was true too. Since frigate usually saw more action then a 3rd rate on patrol....
  18. any timeline to when this will all be implemented. Will it be incremental or this and the lord patch will be in one huge update with a soft wipe?
  19. really like the new ideas, this and the lord system... especially the warscore idea, a la Europe Univerallis... I think once everything is settle, there won`t be a need for different server if population are low, since there could possible enough content for PVE and PVP alike...
  20. no vote, you wouldn;t have any choice... in the matter... you could tip the AI (lets call it admiralty in lack of better term) with you action. lets say you are already enemies with another nations you can attack the other nations and AI fleet, each battle would send point to a pool.... if the sum off all the battle on OW reach a certain point a war would be declared between those two nations, admiralty would look at the map and where most actions took place, lets say around haiti and would say France at war with britain over Haiti, The war would end either when all the british port on haiti are captured by france and held for lets say 3 days, or if france fail to capture all port in a week, if France capture all the port in haiti and win the war, they keep the ports in haiti, all the other ports anywhere on the map would return to britain. this is just something out of my head, didn`t really tought it trough, but im going on the basis that we are NAvy captain, no politician, we have to follow some "orders" and the only way to achieve that is if the "politician part" is not a player... in my opinion on and PVE could tie with this in the mission generated could be in that area.... maybe those missions could help in teh decision to call for peace.... like if you attack so many AI fleet, france only need to hold to port for two days instead of three Pirates in this scenario would be at war with everyone all the time...
  21. well maybe the cassus belli would be assigned by the AI, based on where most action took place... Attacking a neutral player would not turn you pirate but maybe could psu you toward ennemies, (pretend it`s diplomatic incident) PVE i think needs to be tied to RVR in some ways... Personnally it truly break immersion right now when i see tons of AI fleet sitting around another nation port, i understand it`s purpose is to grind but still annoy me in some ways. I think the only other way to have full player diplomacy is trough clan and clan alliance. even though it`s not historic.
  22. Hard to think of a perfect system, where everything is player controlled without any grief. I keep thinking of Europe Universallis system of war and the cassius belli, the reason of war. Maybe we can have different states of situation between nations from allies to enemies. Here`s a few relation ship status your nations could be: Allies, friend, neutral, enemies, war and peace treaty. At resest all nations would have a status with another nations: So France is a enemy of England. France can attack AI ship or Player but are not at war. After so many attack on each side, you are at war with each other, you can then attack each other port, but the system would create a reason of war, let say brits have a claim on Martinique. So the war start and if Britain hold all the port on Martinique for lets say a week, then a treaty is declared and all port of that island switch to Britain, all other port captured is reverted back to previous owner. And you can attack them for a few days, Once truce is over, you fall back to enemies. Some other nations would start at friends, you can`t attack other side player or AI, at neutral, you can only attack AI, and at allies you can enter other nations port and join them in battle. If there`s no attack between enemies for a while they drop to neutral. Friends come from neutral nation who attack the enemies of your enemies . and allies from two nations who are at war with a 3rd one. Anyway just an idea... All the status change would be from the sytem, but would represent action made by players
  23. ulysse77

    Kydd serie

    anyone else read this serie... I just started it, and even though i read all of Aubray/Maturin and Hornblower, i feel like i still need a glossary next to me...
  24. yeha i know and that what was propose, but i think even that was too much for the server (not my words, but dev) and i bang that drum long and hard last summer/fall... will have to wait i guess
  25. I agree on both counts, but we need to figure a way to make those two mesh.. PVE action should have effect on RVR and vice versa. after all you either a Navy captain at war with someone, or a trader/crafter supporting the war effort, PVP and PVE in the meta context, are not exclusive
×
×
  • Create New...