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Siegfried

Tester
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Everything posted by Siegfried

  1. But if the crew is idle when there is not battle, they can make repairs and maintenance, is realistic. If the ship go at shore they can recolect repair materials. And I said slowly repairs in another post, but I forget to say this detail in my last post. If you want more realistic, the ships repairs must take various months, replenish the crew, minimum two of weeks... etc Crew replenish after battle is a gameplay concession. If a travel to port is required, then the battles would be more rare, and many more people will avoid battles. Admin said, I think, that they want people have fast action.
  2. Get the ship reapiring automaticaly after the battle. This way, no more need for enter in instance for free repairs because you have free in OS. Or be able of go at shore for obtain "repair kits" free.
  3. Names in TAB screen, with flags is enough for battle identification. Paintjobs and little flags you can recognize the captain.
  4. Well, in case of blocked destination port, maybe you must spawn in open sea with the hired Linx and break the blockade for enter, or choose the next friendly or neutral port without blockade and try pass the blockade in a Basic Linx. My idea is for save the long travel in a Linx for change of spawn outpost making it offline but without exploits. And disabled shop and alternative next port is exploit proof I think. But I would pass other mechanic for exploiting of course.
  5. Where you have a outpost. Can we have outpost in neutral ports?
  6. Representing that you hire a NPC captain for travel while offline. With a timer based in a medium speed and distance, representing the real/game travel time, it not will be a exploit. It is like you pick a basic Linx and sail, but when you are offline. And the next time you go online, if timer ended, you spawn in the new port. You must choose the destination when logg off, not when login. For more exploit protection, you have a timer of 1 hour (for example) while the shop dont work. This way you need to have a ship docked in that port or sail the basic ship. This way you can not create a 1 rate purchasing in shop in 1 minute. Do you like this idea?
  7. I never said Surprise to 19, 30 or mach 2... and I never said all is shit and you don't need to be so rude sir.
  8. I meant only that if you want realistic speeds, make realistic speeds, but when you go, with a sort of scaling, the line of fantasy, all is fine, including fantastic speed of 19knots. Nothing to do with politics or religion. When I suggested yesterday a little gameplay adjust, I was named (not for you I think) fantasy and absurd and now when I say keep real speeds I am extremist by the textbook. You speak about trace a line, ok then real speed in real ships is the only line can be traced. This is not OS where something must be done with distances and time compression. And I remember that you spoke about this problem yesterday when I started a case about speed problem when I didn't understood why Trinco runs so fast as 17 knots. You and me, in the end of the day, are in the same boat I think. But I will wait to your suggestion for resolve this and after I will support it or not. One solution is put the real speed indicated although the virtual game ship's speed go more fast. "Speedometer" cheating us. That way when Endymion goes to 19,4 you'll see 14,4. Gameplay guys happy and champions of realism happy too. I am not native english speaker and in spanish I can explain you all. But the last part of your post about 30% system... I learn yesterday about the buff speeds in this game and I made two examples where both cases don't fix. Add an absolut number or a %. I never affirmed how the system works (because I don't know), only I was trying understand the explanations that I was reading from other members. Or maybe someone was teasing me...? Someone can be kind and gentle for explain me, please, the actual speed buff system in game?
  9. Why is so dissastrous scenario 18 knots or more speed if we already have now 17,5 knt trinco or 15,5 Surprise? I was taught in another thread that real Trinco was around 13 and I see wrote here that Surprise was 11 knots. Why is fine that all actual ships are buffed but faster future ships can't be buffed? 19 knots is that bad to my realism oriented eyes like 17,5 for Trinco (or 15,5 Surprise, 14,5 Brig, 15,5 Cutter, etc) and if speed is scaled, well ok I must accept that but then why we can't accept then ships with 18 or more? When we give concessions to gameplay or realism arbitrarily, this stuff happens. Keep all speeds realistic and then not absurd speeds of 19 knts will be show.
  10. When we are in the beach comparing the virtual and real seawaters instead of look at bikini dressed girls.
  11. It is good idea. As the OW is persistent, It can represent that your character travels in a little fast ship to other location while you are sleeping or at work. I ws thinking about this for join with friends. We don't have the same time schedule and when I go online they maybe are in other area. If I can begin in the nearest owned outpost it can be more easy. And for stuck ships, you go offline and next session you begin in other outpost and the stuck ship go to next unbugged port. With some rules, I can't to see possible exploit here.
  12. Like real past/present/future life. All actions are based in today's convenience, but you must think with care about be convenient for tomorrow if... ...a fame/infame with every nation system is implemented. If you attack many times the same faction, you will be more infamous with them and harder or unable of join in alliance with them. If you help many times the same faction you will be more famous with them. It can be too a tool for backup a diplomacy system when someone (devs, stats or player votes) decide the changes on general faction alliances. This system could be paused with nations which you are in war because you only serve with your country. But if you truce and join forces for fight a common enemy (pirates), you can gain fame and contributes a bit to end of that war.
  13. The Santisima is restricted now, she is many expensive and you need have a minimun rank to sail her. I don't see many players with Bellonas and I think only one have a Victory, none have a santisima now. In the future not all people will have biggest ships because they are slow and vulnerable if sail alone. They can't pursuit anyone and they will not a ganker tool. Such ships will auto restrict by players common sense. Pirate faction is another discussion.
  14. When I was there the last week, the end of US Coast was roughly in the Virginia with North Carolina border.
  15. And by the way, if pirates can sail fleets of santisimas, they are a nation in fact and I suggest remove pirates and make Portugal (for example) nation. Portugal maybe was too to south for this game, but big pirate ships are even "more to south". Pirates may can be a sort of faction for misfits that break the rules. If the law-breaking is when they have a big ship, they maintain until they lost her. And only can buy until snows or cerberus or captured bigger ships but always at 60% crew.
  16. That is not hate. Is that they are a common enemy and a big pirate ship can destroy a cerberus and later destroy the other cerberus. It's a logic step for captains in weaker ships join to avoid lost and they have more days to resume their war. I want a system for form alliances for multinational battles, not only agains pirates. But in the case of pirates any nation, even when at war, can form alliance. Is something logic I think. It has nothing to do, only, with my national navy role gaming. If pirates couldn't have big ships, there's not need for truces or alliances. They simply avoid the war ships and attack trade ships... like real life. The other day I was "ganked" by a constitution and trincomalee. I was in a cutter. I wrote ganked between quotes because I don't consider that pirates could be ganking or ganked, and they were drop at instance for a NPC pirate linx who attacks me. But they begin persecute me shooting chain at my sails. The case is that I see as highly inmersion killer to see a constitution and trinco pirate fleet. And another pirate surprise that not enter in instace but they were patrolling the area. In a week they will be perharps three pirate Santisimas? Really?
  17. Maybe spawn near of battle in a basic linx or the option to go to own port where you had a ship anchored.
  18. I think that every nations, even which they are at war should be able of join forces against pirates in battle. For example two cerberus, one spanish and one english meet a pirate surprise (but pirates should not have big ships...). They can make a truce for attack a bigger and common enemy. But the truce must maintain all battle, not only until the pirate sink.
  19. Barataria pirate port is between New Orleans and Terrebonne. Is in depht hidden into the marsh area.
  20. All battles are 3 parts. The third are the scavengers that benefit when battle are ended. P.S. Someone had read the post number 27 where I had wrote some ideas???
  21. I had an idea about that. http://forum.game-labs.net/index.php?/topic/5540-an-about-rank-suggestion/ Is about make a sort of best players ranking table when you had reached the top rank. You can support if you like it.
  22. Some ideas for allow third party battles and avoid prize steal. I suggest make a option in Hail window that you can ask make and alliance with a foreigner player for enter in a battle joining forces. When battle had begun the newcomers of other nations can choose enter with a faction to alliance. If in the battle there is a player of your own nation, you are bound to honour his alliance or not enter. If you enter in that battle and shoot at your faction mate or this ally, you turn pirate. In the future could be a system that makes balance between the times you've been with or against other factions and prevent you to make alliance with factions that you have shoot many times or join to battles that that faction is joining forces with your faction mates. Captured ships are for who capture it. The prize is free when the owner is sunk or he set it free with menu option. If a allied player steal a prize without permission, he turns pirate. For avoid mistakes, the prize fly the new owner colors over the white flag. No white flag better, put the former owner (in a smaller size meybe) with the new above. This way steal a prize is like attack a allied ship. When a player lose or set it free his prize, the ship is shown without flag. When a battle is happening, reinforcements begin far away and with wind disadvantage for the now outnumbered ship can scape. Or he is able to exit the instance. When a player exit because he is scaping, he lose his prize, like in real life. But if he is near of prize without enemy ships near and the new enemy ships are far, then he maintain the prize. The distance of action when new ships appear is proportional at the time the battle had begun. More time, more distance.
  23. I don't thought about ganking, but now that you said that, can you expand how ganking can be more easy? When the gankers can hide their name maybe. But if you see a enemy frigate, no matters if is ganker or not, she is a enemy frigate. Or you can recognize the ganker in battle for their customization or flags Anyway the ganking problem can be addressed in other way, not limiting other good features for 4 gankers. And the encounters are the same, only change the distance and info that you obtain at first glance.
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