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Crankey

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Everything posted by Crankey

  1. I look forward to more replies. When sailing with a beam wind My Bellona will not fire upwind at a target within double shot range, unless I set it to stop and wait for it to lose all or very close to all momentum. I have tried multiple variations including depower always with the same effect. Hitting a Cerberus or similar never mind a low in the water privateer is nigh on impossible without bringing the vessel to a complete halt. In case mods are causing the issue I list my own. Bellona Permanents:- Blue Copper Plating, Blue Extra Pump, Green Extra stern planking Edited to correct modules Belona Fittings:- Copper Plating , Optimized rudder, Extra planking and powder monkeys, Improved magazine access. various qualities.
  2. I love that the ships heel with the wind and I like that we have to amend our speed so that we cannot travel at full speed and fire upwind without range problems. However when sailing the Bellona you have to stop completely to be able to fire at a targets hull when it is upwind of you. Even depowering the sails does not work. This is not imho a real reflection.of the speeds a ship could sail whilst being able to fight. Under battle sails the ship had steerage way and could fight both sides of its ship. Currently this is not possible. Even Dead Slow is not sufficient to be able to hit an upwind target. Please look at this for a realistic effect.
  3. I'm sorry but this would totally suck, in particular if numbers grow above expectations. the majority of players should be able to enjoy all of the content the game offers, not the minority.
  4. The regularity with which we receive casualties would have to be taken account of or we would forever be in port replenishing crew especially if this was timer based. Otherwise I completely agree that additional crew and also Officer management features would be a great introduction.
  5. This has to be a personal option for how much information you yourself wish to see. Identifying famous or infamous character names is part of the fun, you should choose if you want to see them or not on screen. If you are deemed a 'favourite' target, then make use of that to draw your enemy into making tactical errors. There may be Ruse de Guerre available that would hide your true identity and even Nationality until you approach to very close range or open fire.
  6. If you have paid your money to play the game, you have as much right to take part in all aspects of the game as everyone else, regardless of time in game, the only requirement is to have at least one fitted vessel of a suitable class. I don't think we should plan a major part of the game to 'exclude' anyone, this includes lotteries, grind scores etc etc. A system to allow as many players take part as is humanly possible would be the ideal. The Port battle should be the highlight of the game and not restricted to a lucky few or as a 'reward' for spending 12 hours a day grinding.
  7. +1 on rolling broadside from the rear request. Ranging shots used from the rear of the vessel. Random shot is useful particularly when firing at masts and rigging when the target is beam on to you. We are missing a very obvious firing option. Full Broadside. This should be slightly less accurate, intended for medium to close range, do slightly more damage, and have the potential to spring a leak on the firing ship ! (But very small % chance) o7
  8. That would actually be a nice way to achieve the split, like a war room discussion - Maybe the larger groups fill spots in battles first randomly and as you say smller groups and individuals filter in to fill the battles up by agreement or lottery for those unable to agree or have no preference
  9. We as players would have control of each battle, could you be more specific please
  10. I'm never succinct so hope you enjoy my long post, I hope it has merit Rules for the port battle, Rules for their arrangement, rewards and spoils. Am I correct in assuming this means, How a Port Battle is triggered, How entrance to that battle is achieved, What do you get at the end... ? This is a huge question but key to my future enjoyment fo the game (As I'm sure to many others) Key issues to solve: 1) No PVE to PVP. We are against grinding NPCs to get the port battle opportunity 2) Timezones have to be taken into account 3) Night flipping problem must be fixed fully or partially - when a committed group of players conquer a series of ports at 4am against defenseless enemies 4) Guild wars 2 WWW/Tol barad situation have to be handled - when 3 warring groups run around the map conquering castles avoiding each other to maximize rewards 5) Port loss must be painful, but not devastating 6) Variability of ships in port battles Initial Thoughts, 1, Great, I already have a job, I don't want to 'work' in game grinding for hours to get to the enjoyable gaming bit (The battle itself) 2&3, Please think outside the box. You are running a single server with a worldwide customer base, who will join various Nations. Have multiple influential battles over a period of time. There is no night flipping as your server has no timezone... 4, Make Losses hurt more immediately, Trade effects other ports income etc. Make gains 'over time' through holding the port rather than huge instant spoils. Keep spoils reasonable. The fun is taking part, the rewards just pixels. 5, Unable to access the port for trading, removal of personal ships and items, Personal businesses boarded up, Stock quarantined, Local ports friendly to previous owner nation have reduced economy for 'x' days 6, Players make available 3 ships they would sail, Ship size relative to the battle. Choosing only 1 ship (maybe you only own 1 ship) means you could be passed over for selection Deep water battle:- Maximum 2 S.O.L of different class.(At least 1 must be a 3rd or 4th rate SOL to avoid mass 1st rate battles), Minimum 1 Frigate, Maximum 1 Bomb Vessel. Shallow Water battle:- Allowing Frigates ? As Deep water but treat the Frigate choice as 2nd/1st rate option above. Maximum 1 Bomb vessel, minimized to a single mortar smaller bomb vessel. Server randomly selects player ship to fill a balanced role in the fleet from the options the player offered. You must have all selected ships available. 1st/2nd rates and Bomb vessels should be rarer options within the fleet composition. I would suggest a variation in fleet composition be available to be voted on at battle outset by the players present, this adds an element of the unknown to the exact fleet composition turning up. So the same BR rating for the entire fleet, but perhaps "Balanced", "Frigate heavy", "3rd rate heavy", "1st/2nd rate heavy" could be 4 options for Deep water battle etc. A reasonable balance should still be the goal of the selection process. Don't forget 'Bomb Vessels' Attacking fleets, are Player only (Unless troop transports need to be present in which case I would suggest these are AI run and can be given basic instruction for their deployment) there needs to be sufficient players to fill the fleet or the attack is called off. Defending fleets are maximised from available players. If insufficient defending players are available to defend the battle, then current players are offered the chance to switch to a more preferred ship choice, within the selected Fleet composition restrictions(Be quick on the selection button if offered). Remaining slots (BR rating) is filled by suitable AI ships. To provide a decent challenge, the AI ships (BR rating) may need to gain a % boost to bump up the challenge Port vulnerability 1) Port is only vulnerable during certain time slot 2) Port can be freely attacked during that time slot 3) The time slot is determined by the defending nation 4) Once port is captured the attacker can change the time slot to a more convenient for them 1 thru 4. As Point 2&3 above in Key Issues, have multiple influential battles over a period of time. Allow AI ships (Point 6 from above) to support defenders when insufficient players are available to fill the defensive fleet Method of attack - two options POTBS style (with automatic teleport into the battle lobby for defenders and attackers) - easier for both parties to attack and defend. Physical travel to port: attackers and defenders fleet have to physically travel to the port location and enter the battle, creating a lot of logistical problems, that c Add a 3rd.. Historically squadrons would form in several ports and sail together to an agreed rendezvous point, before sailing onto battle etc. I would suggest 2 or 3 ports are selected as assembly ports (Scattered around the Caribbean) where Attackers ships have to be available to take part in the Port battle, Once in place and your attacking player in one of the ports they will be moved (tp) to the Port battle. However Defenders will receive a free tp from wherever they are as long as they are in port (Receiving their urgent dispatch to defend the nation). This gives the defenders a meta game advantage but not an in battle advantage. Announcements 1) Port battle can be announced long before so everyone is ready 2) Or port battles can be announced 1 hour before the port attack starts, increasing the need for constant scouting, reporting and monitoring large fleets on the open map. 3) Partial fog of war on port attacks. We can force attackers announce the intention to attack the port 1-2 days before but not give this information to defenders openly. Instead a battle correspondence rare loot item can be genera 1&3, Love the fog of war captured despatches idea, but make it so that the attack or attack start timer if you go for multiple combats is known at least 24 hours in advance. Remember players have RL and need to make arrangements for their time. Its a huge part of the game and the more players who can attend the better they will enjoy the game. So give maximum notice of the attack assuming they share the information, or would it be a nation notification that could be automatically shared and displayed in Nation Chat Box. With a reward to the captain finding it. Port battle invites Here is where we need your help: If there are 300 brits and 100 swedes are willing to join today's port battle for Basseterre - how do we determine who is invited and who is not invited? Don't have a joining criteria at all... If you are online you can take part Have enough simultaneous battles as you have attacking players with suitable ships to fill. As my point above allow AI to bolster the defender only. Lottery players into random battles, but allow 'groups of players' to battle together in the same instance if their numbers don't exceed the port battle fleet size. If the defending players wishing to take part outnumber the attackers, then individuals and groups will have to hope for a lottery spot. If the last filled attacking side cannot reach 75% of a full compliment invasion fleet, then a minor skirmish takes place with a reduced 'score' going toward the final tally for taking the port.. If no defending players or insufficient to fill the fleet are available, then the attackers have to compete with bolstered AI fleet of a higher BR rating to provide a challenge. Each battle can be 'scored for success based on ships lost vs ships sank vs forts stormed vs troop ships successfully landing. Combined score of all of the battles is tallied to decide if the attack was a success. I hope you managed to get to the end of the post and found merit with some of my suggestion. (This is going to be such an awesome game !!!) Wow - now I'm off for a coffee.
  11. The world nations fear the might of the British Empire and its Navy. They try to crush our new captains and dishearten them into quitting or re-rolling. Do not worry a smidgen. This is testing and either cope with the challenge, move to new hunting grounds or by all means re-roll. Enjoy the testing period and have fun. feedback all of those annoying F11 bugs, that is what this period of testing is about. Only your true metal will be needed when the final release goes live, at that point we will all be Ensign's in Lynx's and re-rolling our toons. I hope we will be given a decent grace period to retain our player names.
  12. BAN "THE DUKES OF HAZARD!" lets forget and sweep under the floor a decisive period in American history. OMG what do you mean "The Alamo?" isnt that a superstore ?
  13. As 'commodore' of your ai fleet, could we also request target rated or target unrated. Prioritizing the type of target your ai fleet will see as a priority target leaving you to target others. e.g. Particularly useful to send smaller ai ships after smaller more agile enemy ships while you concentrate on larger vessels
  14. Thankyou for your support guys and z4ys for your earlier post. I agree MacVaultDweller the 3 way boarding would add an extra element to the battle. My only other possible suggestion would be. Physically escorting your newly acquired AI ship to a port you do not have an outpost at post battle, would also permit you to sell at any port, with the added danger that en-route you may find yourself attacked and lose the prize.
  15. I would like to see more battle options for when ships are successfully boarded. All dependant on a suitable amount of crew available to carry out the task, condition of the ship captured and physically reducing your current battle crew appropriately. Scuttle You remove boarding party and prisoners and sink the enemy ship with a ball through the hull. Full damage xp as if sunk with cannon fire and possible future gain from prisoners. Head bounty etc. Secure Prize An absolute minimum number of your crew on the prize to guard the subdued crew. No crew available for fighting or sailing duties. Probably basic repair to remain afloat. (In effect what we have now) Secure and sail prize away Larger prize crew, large enough to man the sails and guard prisoners. You give the prize crew a heading to sail away from battle on. Your national flag flies over the captured ships flag as ai sail to the horizon while you continue the fight and probably guard your prize as it escapes. When prize reaches a reasonable distance from the fight a message "Prize has escaped" pops up and you can disengage knowing you have done enough to gain the prize even though enemy ships are still present. Secure and man for combat. Only if captured ship has a minimum of damage(20% ?). You decide to add the prize to the combat group as an ai. you have to be able to crew it sufficiently to keep a fighting crew both on your own and the captured vessel. It acts as a hired combat vessel. Secure and exchange. You decide to move your entire crew into the new ship and leave a prize crew behind on your own.(What we have now if you 'X' capture during battle). You choose one of the above options for the ship you are moving from. *Scuttle, Secure Prize, Secure and Sail prize away, or Secure and man for combat(Your own ship becomes the ai). * Why would you scuttle and exchange I hear you ask. If your own ship was unable to survive but transferring your crew officers etc into a less damaged ship to continue the fight or flee, whilst guaranteeing the enemy could not capture your own ship. this is why you might contemplate the scuttle order.
  16. My opinion, is that having an option to view from the deck or view from the masthead (Which is roughly the default view) or from 3rd person floating camera just behind your ship is perfectly fine as an option for players to use in OW. Changing the game so that only 'your' preferred view is used is not fine. If you want to view the OW from the deck please do so, everyong else can make their own mind up for what suits their style of play best. I would like the telescope view in OW, its advantage could be that fleet composition of distant ships is only revealed once you have viewed them through the telescope, or they approach to a closer distance. The telescope could also be used to identify distant ports before OW travel name markers appear.
  17. If your memory isn;t what it used to be, All you have to do is mouse scroll wheel out and back in again in a 10th of a second to remind yourself what ammo is loaded where. Also just fire a ranging shot you will soon work out what is in there.
  18. I believe between local and Swedish raw iron materials which were considered superior and imported in large quantities, as well as more specialised processes general in place in England they were indeed able to produce higher grade products as a rule across the industrialised regions. As opposed to less controlled practices in other countries where the quality could vary greatly from forge to forge.
  19. A hard question to answer as invariably all Nations had their 'Aces'. Late comers to the table the US adopted British methods and indeed had British officers on loan during times of peace to help them build and train their fledgling naval might.
  20. This is the 'thing'. Despite the Dev's being very clear about the time period the game is set in, too many people are just thinking late 18th early 19th century (eg Ships at Trafalgar). These 4th rate SOL ships WERE line ships until the 1760-70's onward or there abouts and if present and needed would still be ordered to take their place in the line of battle throughout the game time period.
  21. Crankey

    POTBS

    Roberts. Pirate Nation. Jonathan Smythe here leader of much run down Scurvey Seadogs Society. Hello to everyone who knew me and my society buddies. Not active for some 18 months now, although I pop on every now and again just for old times sake. Good game, Great pvp system. Shame about the 'Magic buffs/Attacks' and unfortune double teaming which could ruin a Port Battle at the drop of a hat.
  22. Now this i think will be a favourite ship. Potentially a 'first SOL' anyone will sail I'm already informing my carpenter the style of furniture I wish in the Great cabin
  23. Admin replied to a post I made some while ago on this subject, higher bow waves, reactive waves to ship cutting/butting through them, higher spray, Rain etc The reply was that these options were already available and had been toned down until the game has received suitable optimisation. Currently it seems those effects on the servers utilise too much processing power. Link http://forum.game-labs.net/index.php?/topic/2366-bow-wave-spray-and-wake-options/
  24. looking forward to seeing the ships class gaps closed. 2nd rate, 4th rate, Razee's 22 gun frigates (6th rates), Xebec, Galleon, Indiaman We can always go back once we have at least a single ship per class/weight and add additional ships to classes
  25. Yes they should be, though at this time, the galleons were superceded by purpose built warships and purpose built east indiaman ships, they were still around Between the years 1576 when the Espiritu Santo was lost and 1798 when the San Cristobal (2) was lost there were twenty Manila galleons [1] wrecked within the Philippine archipelago http://en.wikipedia.org/wiki/Manila_galleon
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