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Siegfried

Tester
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Posts posted by Siegfried

  1. 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?

  2. 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?

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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?

  9. 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.

  10. 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.

  11. 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.

  12. I think that all ships must be named with their generic class name. For example in all menus for purchase ships the Trincomalee should be "Leda class english late frigate" or "Leda class frigate" only, Victory class english first rate, etc.

     

    In Open Sea at great distance, only "Big Sail" or "Small Sail" is sighted.  Bigger ships can be sighted at more far distance. Depending the weather and light too.

     

    Then the type of ship appears, Frigate, Ship of the Line, Brig...

     

    The nation and specific class (Leda class frigate, Victory class first rate...) should be seen after while the ship is closing in Open Sea. 

     

    In Open Sea, the name of ship writing in the stern should be seen (in the info window) only if you are in the stern area (150º maybe) of ship at spyglass distance. The ship can hide his player and ship name if don't show their stern if he is not customized ship. Nation can't be hidden if false flag tactics don't will be implemented.

     

    In Open Sea, the name and data of player appear in info window when you are more near or when you are able of see the ship's name (maybe 150º in stern area).

     

    If the player is sailing a paint customized ship, then the identification of player should be the most far.

     

    Some info of nation and player can be show over the ship that you had hail in Open Sea. Flags should be show in Open Sea too.

     

     

    In battle instance:

     

    In stern only show the ship name. In info window*, both the ship and player name is shown only if the ship is customized or you had identified that stuff in Open World.

     

    Player name only in info window* when you look at the ship directly like now, but remove all letters floating over the ship. 

     

    Quick identification of ships, you can remember the different banners on top masts or ship's customization at first of the battle.

     

    *Another thinking about show name of ship and players on info window. Maybe is better don't show names in battle info windows, only when pressing TAB for players joining in instance info.

    This way the battles can be more immersive if you must be sure before open fire. Look at the nation flag or banners if the stern flag is hidden behind the sails of smoke. This is a tactical advantage for lone player between various enemies and add confussion and danger of friendly fire. All a lot of fun I think.

    • Like 1
  13. Better in stern only the ship name. Player name only in info window when you look at the ship directly like now, but remove all letters floating over the ship.

     

    Quick identification of ships you can learn the different banners on top masts or ship's customozation at first of the battle.

     

    For justify the name on info window: Someone (the apprentice boy) in your crew is watching in all time the flags and banners and he reminds you who is who in battle. You for immersion reasons could don't look this info.

    • Like 1
  14. Maybe I should make a poll with my next suggestion, but I don't know how now.

     

    I think now that maybe we need some consensus about the paint schemes in ships. We have Constitution and Trincomalee with late paintings mixed with more early paintjobs in the rest of ships and I think it is "more anachronistic". Now, as I see in some new screenshots, we will get more black and white paintings. I know that historical ships are painted black and white and others black and yellow but mixed in battles seem some out of place.

     

    I would like that all most modern ships were the same yellow-black scheme before they were painted with the most modern white-black. And the ships that never were painted with yellow, we could make a "artistic license" painting her yellow-black or  making the white more "yellowing".

     

    When the game is more advanced maybe we will can change paint schemes and this "problem" will be ended.

    • Like 1
  15. And sorry for not to be more precise, chinchorro is in the middle of the east coast of east island, like most pirate harbours are hidden in the "dark side" of normal traveler way. Tumbado is not rought, only the exact island is. There's 3 or 4 little islands and Tumbado is in one, the most north I think.

     

    Anyway, there is many islands than are not the same shape in actual maps.

     

    Another pirate port is in St Andres island at south of Old Providence named "San Andres" and the pirate port of old providence is named "Old Providence".

     

    George Town in grand cayman, this Monday was english, not neutral.

     

    At north or north east of West End in bahamas, there's a pirate port named "Back Up" shallow waters, but the exact position I dont know because there's many cays in that area and I think that not all of them are in the map.

     

    In north key or cay of Bimini cays there's a pirate port named "Great Isaac Key" shallow waters.

     

    At west of Key West there's a Neutral port named Las Tortugas but in this case my info is from before the 1,5 weeks servers shut down.

     

    In the east side of Grand Bahama (the same where West End is) there's a pirate port named "Road Rocks Harbour" shallow waters. Is in the extreme east in the south coast

     

    At south of campeche there's a pirate port named Carmen in the same point os Ciudad del Carmen.

     

    At north of Tampico there's a pirate port named Soto la Marina. Is in the rought position of real town La Pesca.

     

    Pirate port "Barataria" (shallow waters) near of New Orleans in the middle south od Missssissssippi River (Put I the correct number of S letters? lol). But that area is not like in modern maps exactly.

     

    "Apalachicola", pirate port at south west of real city of Tallahassee. In the location of Apalachicola real town.

     

    And last for now, "Las Sabinas" shallow pirate port in the position of real cedar key in west coast of Florida at north of Tampa.

    • Like 1
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