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Siegfried

Tester
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Everything posted by Siegfried

  1. Booyaah, I have coordinates of many ports pre-last patch, but I am not willing to take the boring process of upload files at photobucked and put here basicaly because I can write it here faster... and, if I would want deceive, I can edit the coordinates in screenshot anyway... but if you don'y trust in my word, I can maintain in my personal knowledge. No problem. And for the shallow or deep water ports... most shallow waters ports are now deep since last patch.
  2. I am the opinion that ships in game must be common and without great details (like the actual Pickle). The actual ships modelled with real ships details with the same name in their stern is a visual immersion destructor for me. But it is the alpha built of the game and not prioritary. The ideal situation would be all ships in game were standard without special details (Pickle style) and based only in real ships. Remove all characteristic of real ships paintings, decorations etc. Then you can buy in game decorative modules and maybe make some decorations exclusive based in country but avoid real ships names. Then devs can sell real ships like premium maybe, but to see 100's of bellonas with name bellona writing in stern is immersion break. In games is better not historical ships because if you want historical, you can't sail a real ships. Bellona can exist, but only like NPC. Not every player and his dog sailing the 100th HMS Bellona at same time. In WWI aviation sim many people wants real paintings but piloting the Red Baron plane... is a contradiction, realisticly only 1 man was Red Baron and only 1 plane was red with his number painting in fuselage. Here is the same, only 1 man can be the captain of Bellona at same time and that captain can not be a player because all people wants captain that particular ship. I wish other ships, more 74's spanish like San juan Nepomuceno, San Ildefonso or Montañes. The same for other class. 112's like Santa Ana... etc. Now, for example, I can't imagine that I sail 1 San Ildefonso class because the only 74 in game has BELLONA put in big letters in stern and has great identificable decorations. But if in the future devs add modules with spanish style sterns, figureheads, paintjobs and personalization of name ships, I will can have more spanish style and personal ships. Many of this spanish ships are fast too or have very good sailing, but they are not famous as english ships because Trafalgar was lost by Spain and France. The same for suggestions of some people for making english crews buffed recharging or spanish ones more numerous. For what reason? Only because one day in Trafalgar the english recharging more fast thanks to extensive training before the battle and spanish crews not? I say the same for every country in game of course and like Admin said, all man born equal. The same for ships. The US only have the best option for that type of ship in that moment and they made it. If Constitution were in a geopolitical situation like we have in game now, she would be copied soon and all nations would had various of them or better, or maybe they never would construct that type of ship. But if we want Constitutions only for US, then US can not have bellonas or bigger. The same for other ships or countries in game.
  3. I have various ideas: We need different size of modules. Is not the same a module in a yatch than in a bellona. You need much more copper/plankes/canvas/wood/rope/hammocks... for a Victory than a cutter. For example if I have a optimized rudder in a connie, I can "plug&play" that rudder in another connie for few work and gold. But if I want adapt that rudder in a trinco o other similar inferior ship, any carpenter in shipyard can make a few modifications to adapt. If you want put that rudder in a bellona you can add some wood and gold for adapt but you lose a level of rudder module quality. The same for reinforced rudder, lightweight ropes and blocks, reinforced mast, and similar modules that change removable and non-integral with ship construction. Copper plating once put in a ship, the copper can be quit and used for plating another ship or meltdown for make new module. In this case, you can use copper for plating various smaller ships. Modules like optimized magazine access, extra planking and reinforced bow or stern planking and speed/turning trim once installed they go with the ship forever and losed if you quit. and you can recover some wood or materials from them. Crew modules you can change free from a ship to another when the ships are same class, reduced the buff if you put them in a bigger ship or divided in various if you changed to smaller ships. For example grey hammocks, marines complement or powder monkeys gives you 10 men the grey module, 20 green, 40 blue... but the ships have a hard limit of crew and you can divide one yellow module in various inferior modules. And give to player ranks ability for extra crew the ships based in rank privileges. For every level of rank you command a inferior ship (commodore commanding a Surprise for example), you add a % of crew automatically. But I had read that in navy rules a minimun coy space (14 inches I think) was guarantee for every sailor and you need maintain that crew limit for every ship. Overcrewed ships can have a light speed penalty for overweight too. And more crew, more hold space for food and water in long travels when implemented. Another idea is make a module for add extra weight cannons reinforcing the ship estructure. You reinforce the ship and you obtain of more weighted cannons and more HP points to hull, but you obtain less speed and turning for overweight and the distribution the crew for manning that bigger gun. More crew for bigger gun is less crew for sails. If you put too heavy guns in a ship, you can broke a beam or something like that (HP loss and hull breach every gunshot) too.
  4. I am thinking about this and I have a sugestion. Now we can use hammocks or other modules for overcrew the ships, but when you are Commodore for example and command a Belle Poule. As commodore maybe you can have the privilege of overcrew the less ranked ships based in rank. For example a full crewed Belle Poule needs a Master & Commander rank but if you are Post Captain you have a +2% crew. Flag Captain obtain +4% crew. Commodore +8%, Rear Admiral +12%...
  5. He was not the first who found it. Or the other remote islands
  6. As i said in other post a few days ago, Great Isaac cay was changed to Bimini (pirates) AND changed more north in Bimini island. -45574 375500 Shallow before last patch. Azua is in the bottom of the bay at west of Baní. 325963 42714 Vacas is in -131670 337482 Was shallow before this patch, now I don't know. Jobe and Rio Seco are new and I don't travel there yet.
  7. Baxo Nuevo is named Saint Honoré now. I'd been there 3 days ago. Yesterday I found a new US port in Georgetown. Great Isaac Cay un bahamas was erased and there is now Bimini, pirate port in Bimini island. Ambergris Cay and Cockburn Town were renamed too but I don't remember the new name now. Near of Islamorada there is a Neutral port of Las Vacas. The other day I saw that in your map, but now is gone... Why? Duncan Town is renamed to Ragged Cay. All my info is from the last 4 days.
  8. Sancti Spiritus: -66890 195162 Remedios : -64738 239753
  9. Santa Cruz in South East of cuba is between Manzanilla and Santa Maria. I posted the coordinates before in post number 155. In the map is named Santa Cruz del Sur, but the real name is Santa Cruz.
  10. Yesterday I was in Haiti and I couldn't find French port of Petit-Goave. Someone can confirm?
  11. I am sailing now to explore the map with a custom map. This map is not totally accurate because I made it by hand. In my experience of exploring long journeys we have the needed tools for good navigation now. I sail medium distances without lost in sea. I must try long distances yet but I guess I will have no problems with that. Maybe we cannot set the exact degree of heading but we have not currents or wind deviation in OW. Some degree of inaccuracy is immersive I think. And as the world is scaled down, the problem in accuracy is limited really.
  12. Good thought sir! Anyway, the sails are pretty visible in the night. In the instant he see the light, he know where to look at.
  13. Attack circle of NPC ships is bigger than actual visual circle. I managed exit from one but I was entered in instance anyway.
  14. Puerta de España or Puerto de España? If the last, I have that port in my map. It is in Trinidad island East of Venezuela coast.
  15. But who would want be seen at night in war state? How it will enable night hunts if all prey, in their sane mind will turn off their lights. Anyway I see ships much better at night when the white of sails is not camouflaged with the white of clouds or mist. And that lanterns are so ugly...
  16. Very near at north from Vieques there is a new shallow pirate port named "Pasaje". You can find it in north face of the island named Culebra in the map.
  17. Because the smoke is a fun gameplay adition. You can not to see and you need think two times where shoot or pass through the smoke with risk of hit a friendly. You can wait the smoke disperse and then you can fire again. I find the mess created with smoke xtreme funny and immersive.
  18. Friendly fire will be with or without floating names. I commited two flagrant cases...... XDD For represent the hundred of eyes, a great red flashing cross in screen will be necesary when you point to allied ship. Maybe deactivate the fire button too... I prefer no names, no indications and put the responsability for that in the player. And that will bring a lot of LOL situations XDD
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