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Crankey

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Everything posted by Crankey

  1. Should we be able to run a captured ship immediately on going aboard as if we had just left harbour ? I would suggest that there is a large countdown for the ship we transfer into before it reaches normal efficiency. Possibly 15 or more minutes battle time. My experience and reasoning. I was in battle with a notorious Pirate recently him in his Pirate Frigate and myself and fellow captain in frigates (Captured 1 dura's of questionable quality but reasonably setup). The Pirate played well and quickly rage board and beat my fellow captain during boarding and then remained parked alongside his prize continueing his firing duel with me. I applaud his success but have to question the mechanics open to all players in the following way. After boarding my fellow captain and beating his crew, he remained in his own ship until i had pounded it into submission, he then transferred to the frigate he had beaten on boarding and became immediately combat ready in an almost pristine Frigate. Surely there should be some penalty not least of leaving a skeleton crew behind on his first ship, and allocating further crew to the task of guarding the captured crewmen on the second.
  2. Whilst I was lucky to get into the battle as it occurred right in front of me, isn't AI on AI going to remove one of the two fleets from circulation for players hunting them ? My concern is that I hope the mechanic to generate fleets for the population to hunt etc takes this fleet loss into account. Will the requirement for new fleets to spawn take into account number of players and fleets lost to action (Both AI on AI and Ai on player). I would hate this kind of activity to have the end result that 70 players huddle around a spawn sight awaiting the next fleets to materialise so that they can be instantly engaged. A concern rather than a whinge...
  3. I see the problem is that the AI become depleted so there are fewer fleets to interact with for the players.
  4. I saw a battle formed yesterday very close to my ship and as my own nation were outnumbered (300BR vs 380BR) I thought I would jump in and assist. Both sides were AI, not a player in sight. I am now no longer surprised that AI fleets for players to attack are few and far between sometimes. What is the point of AI acting like this without player reinforcement requests ?
  5. I am happy with invisibilty being in the game with a small timer after leaving a battle and with a small timer that fails if a ship moves at all on leaving port
  6. I moved/reposted on Admin Trade input post http://forum.game-labs.net/index.php?/topic/6184-trading-and-economy-feedback/ Firstly, I am not suggesting when in port we see other port prices and product. Only Current Port. When buying or selling, we use the current system. Prices are best available. Qty at best price remaining in port is ##, Whether addition qty is available 'qty','+' at higher/lower price When placing contracts we have additional options. Visible trade offers for all same product. Lists qty and price of current contracts, allowing better gauge of how best to price your own. Player specific trade - Place private contract, only visible and interactable by the named seller & Buyer. Guild/Fleet Specific trade - Place Guild/Fleet contract, Only available to NAMED GUILD/FLEET, this need not be your own fleet. Cash Transfer Contract - to individual or Named Guild/Fleet. Again does not have to be your own Fleet.
  7. While I agree the stern has similar features to the Gros Venture plans - there are still some differences. (Unless the modellers had 'poetic license) on some features. The gallery windows on the side are two on the devs picture, whilst three in the plans posted. There are two windows and a gun port/or further window on the plans below the mizzen back stays while the devs model has none of these features. I would venture' (See what I did there ?) that the same designer and yard built the devs ship along similar lines, but it not being the same vessel or exact design.
  8. It looks like a light American frigate (Large Sloop). its flush deck so a later design, but with the Lateen mizzen ? it makes it striking. Admin still being quiet about its actual design ?
  9. A Ruse de Guerre I suggested this as a 'roleplay' element that could have impact in battle some while back and believe it should be a costly 1 off use item(Per voyage) that disguises the ship in the OW but in battle reveals its true form. A ship through the use of painted canves and rigging alterations could disguise itself either as a warship in the case of a merchant vessel, or as a merchant vessel in the case of a warship. Both trying to fool the enemy that they are a different class of ship.
  10. Really like the lighthouse suggestion, a flicker of white sails as a ship is briefly illuminated sneaking along the coast as the lantern picks it out for a brief second.
  11. I am suggesting reducing night time % compared to daytime in the OW. My reasons below. 1) Its just not as pretty. You designed a game that looks fantastic in daytime and well, rather grey with shades of more grey at night-time. Do we get a realistic moon cycle btw ? which could also effect visibility range and subtle shifts in OW colour schemes 2) If daytime was longer more battles would occurr as the targets further away would be visible on screen for longer (Gives us visibly more targets to evaluate for a longer period) 3) Unless sailing from port A to port B you will be on the OW more night-time than daytime because visibility at night is shorter, therefore your pvp/pve opportunities are less. This means you will tag battles more often in daytime, as OW timer is progressing at an accelerated speed compared to the battle, chances are when you leave the battle it will be dark again. 4) Sailing at night should have its risks and advantages. (A bit of risk and roleplay occurrences perhaps) Advantage. Less visibility (Maybe reduce it further) so easier to slip through or away from a patrol. Disadvantages, running into shallows at night time could cause actual ship damage, random event as a result of sailing full speed with a reduced watch on deck. debris collision, sudden squal approaching unseen, some rigging carried away etc.
  12. Agree ship speed mods should not be open ended. You must imho set the fastest a ship class will ever travel if it is of the best materials for speed and includes suitable mods. This speed should be realistic, now if the owner chooses to not use a speed upgrade, or build from a different material then it is his decision and his ship will be slower than the realistic optimum.
  13. A little worried about MAGIC sneaking in the back door here on a couple of points. Explorer. I really think this needs rethinking. You are giving a serious game advantage with no negatives. A lot fewer crew, long range stores so heavier ? would seem to me to have the adverse effect and slow the ship down. Suggest: Explorer = Build a spotting platform at the mast heads (Not unkllike the whalers had) increasing your spotting range in the OW whilst also severely increasing the Heel effect of the ship. Crew Space. Sailing vessels were already economical with ship design and crew space. 18" was allowed per man for a hammock with 2 watches sharing the same space. With High Morale and a famous ship it may be possible to cram extra crew and use a 3 watch system perhap. Suggest 1: Famous Ship rather than crew space. Higher recruitment numbers. Suggest 2: Crew Space, something else would have to be taken off of the ship to make more crew space. eg a pair of cannons etc Rigging Quality Is as someone else posted, crew and officer quality. Not quality of the setup leaving the shipyard, as the naval boats would have their masts, yards, standing and running rigging setup by its own officers. This should be one for your officer introduction and crew ability. (Pressed, Landsman, Able Bodied.etc) Suggest: Rigging Quality is perhaps having the best materials at hand when assembled which is slightly more resilient to damage effect during battle (Small reduction in rigging damage under fire), Slightly less reduction to speed during adverse weather(Storms). Eg stronger running rigging, less susceptible to wear and tear (Slightly cheaper repairs). New Suggestions for your list Add Final Build Quality as a variation on intended design Quality. Allow higher Quality earlier to crafters with higher chances of lower Final Build Quality the lower rank they are. A shipwright and yard may have the same drawings but do they do a good job of producing the ship, regardless of materials used. Suggest: Final Ship Build quality is reflected in small deviations from the ships design caused by different factors. With exception being - True to Drawing being an exceptionally produced example and Basic being a rushed sloppy job. Effects could vary from inherant leakage susceptibility to heel and handling effects. Luck and other factors such as Crafting level, Dockyard facilities will combine to effect the chance of whether a ship is an exceptional or basic copy of the planned vessel. Once produced the ship is labelled with its Final Build Quality. Flintlocks An improvement on the Linstock used to apply a burning rope to the touch-hole. Effect is less delay between command to fire and cannon firing. Thus also slightly increasing the reload rate as a result. There is a good argument for this to be an upgrade module rather than a build quality.
  14. This battle feature could test 'alliance' groupings perhaps. Permit National groups to form before the 'lobby time, then open the lobby where groups could move from one side to the other with a timer function that MM's automatically if the players cannot produce equal sides in the timer
  15. I would like to see players in pre arranged 'groups' placed on the same side unless the MM informs you this is not possible due to lack of numbers. Somewhat like fighting together in a platoon in a WOT random player battle. You may not know which side you will be alocated but you will at least be able to play together as a small unit. Are these battles a test/pre-cursor to Port Battles ?
  16. o7 I believe we had the same agreement through comms recently. Having mods that will give a ship a small tweak in favour of your playstyle is absolutely fine, but the current bonuses stacking or otherwise seems to be far more than a playstyle 'tweak'. Certain combinations are creating OP ships e.g. boarding. I am in favour of lots of modules being possible, but providing only very small bonuses, which promotes good game play rather than a pre set win win setup.
  17. There are no reasons why Galleons should not be introduced into the game as they were produced throughout at least half of the games time period. However I would prefer personally for the game to include real historical versions rather than those designed in Hollywood
  18. I backup Lord Hoods post and others with the same view/knowledge. Would love to get rid of the muliple ranks and just use Lieutenant, Commander or Post Captain. Your 'reputation' combined with an 'expenditure' when recruiting would fill or paritally fill your crew requirement. Flag ranked officer would ultimately be on board a ship a Captain would command. The captain involved had the honourary added of 'Post' Captain which only applied when the flag offcier was attached to his ship. Reputation and expense would be a far better method of limiting crew numbers available. Greater the reputation, the easier it is to attract new crew, The more expenditure you use in your recruiting campaign the easier it is to recruit crew etc. Ideally Lieutenants with the honorary rank Master & Commander for unrated vessels Commander for 5th and 6th rated vessels Post Captain for all 4th rate or higher. Perhaps reputation would create a situation where you could 'attract' the attention of a flag offcier who when on board your ship would/could effect your ships efficiency in small ways.
  19. When provided a new ship by the admiralty you were entitled to draw or recruit enough crew and officers to man it. I hope for some crew quality moidifiers in the future that would effect the quality of crew you can recruit rather than the number.
  20. You already have 500% insurance when buying your ship, its the dura count. Merchants insuring their cargo is both practical and historical. Insuring ships was also historical for merchantmen but 5 ships weren't normally supplied when purchasing a hull so I guess you can't have it both ways. Naval ships were neither owned by the captain or insured.
  21. My point - after the age/era that our game is set in
  22. This needs looking at now, with the introduction of boarding becoming more realistic with crew crowding a ships upper decks there was more reason for the upper decks of ships to load grape while lower decks continued to hammer ball.
  23. https://en.wikipedia.org/wiki/Otto_von_Bismarck I'm guessing you wouldn't name a ship after someone who wasn't famous yet ! 1860 +
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