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LeBoiteux

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Everything posted by LeBoiteux

  1. What about AI improvement ? Still "delayed due to other priorities" ? Still no AI aggressiveness ?
  2. Indeed AI needs to be aggressive, ie to be able to chase and tag players in OW. Enemies attacking players is the very basic PvE core mechanic... Instead of exclusive PvE hotspots where AI would be aggressive as OP suggested, one could also imagine a Perk making AI agressive (or unaggressive) everywhere in the map. That would work on both PvE and PvP shards. Admin said that bots needs to learn how to chase players in OW before turn on AI aggressiveness again. I hope devs will do it ASAP. But PvE is not a priority for NA devs...
  3. @ Admin : Choosing is eliminating/killing. NA devs has chosen PvP over PvE. That's an defensible choice of development/game design (that I don't like but that needs to be explicit and repeated from time to time). However, thx for the PvE shard. But about AI level of difficulty, you say something like "bots are dummies for practice and relaxing times because community would not want them to be hard". Are you sure ? - Is it really what PvE-ers would like ? Wouldn't they rather have bots chasing them, operating in group, boarding.... ie acting more like real ships (bots for fun) ? - Or is it not rather what those who wish to quickly and easily grind through ranks to Rear Admiral want (bots as grinding/farming tool) ? - Or is it a way to save development cost (making another choice) ?
  4. The same might happen to the French Hermione : - WIP pic shows 30 + 8 (on the quarterdeck) guns - her original armament was 26 + 6 guns (from Boudriot)
  5. On the Cerberus, one might remove those 2 guns and add 2x2 guns (6-pdr* ?) on the quarterdeck. * historically 3-pdr, right ?
  6. As a reminder, in the French Navy, in the 1720's : - Le Brillant (1724), a 56-gun 4th-Rate, carried 24 guns (18-pdr), 26 (12-pdr) and 6 (6-pdr), - Frigates such as La Venus (1723) carried about 26-28 guns (6-pdr) - Corvettes carried around 6-16 guns (4-pdr) I'm in favor of an early-18C ship only zone (with historical armament) as there's a Rookie zone : - to have more early 18-C ships in NA, - to have them competitive among themselves without being outclassed by more modern vessels. (Of course, one could also use them outside the zone)
  7. Whatever the number of participants during the next tournament, the number of players in quarterfinals, semi-finals and final will remain the same...
  8. Crafting being selecting things while sacrifying others is a great idea. But that : Too bad "rare" (meaning casual-unfriendly) has become the new buzzword on NA forums !
  9. http://forum.game-labs.net/index.php?/topic/6241-5th-6th-rates-collection-with-plans/?p=330454
  10. For the general characteristics of the French 18-pdr frigates presented above (length, armament, capture, builder...), see Boudriot, History of the French frigates, p. 173-226 (overview table, p. 210)
  11. Why can't Captains do some of the port activities while on board in the OW, such as : - crafting - ordering missions... - buying/selling ressources, canons, upgrades... - switching armament (e. g. from long guns to caronades) - putting ships on sale - etc. It would reduce useless and boring back and forth voyages from and to ports and would allow captains who wish it to stay in the OW, often far away from their port. It would also encourage captains to move away from the surroundings of their home port. It would helps us save time. It would make long OW voyages less boring. It would add some role playing (see below). Some activities could be done : - in the middle of the sea, such as giving buying/seliing/crafting orders and ordering missions (by carrier pigeons ? ). - or sufficiently near a port when orders are related to transfers of canon, crew, ressources (...) from/to your ship and repairs. Those activities would take a few seconds/minutes to simulate shipping times via rowboats and small ships and would immobilise the ship (as wrecks do). The distance between the ship and the port remains to be defined. Comment.
  12. +1. Captains should have lots of things to do during OW voyage. IMHO, we need activities, not more time compression. To begin with current NA activities, why can't we craft while in the OW ? Is it because ii's against a law of crafting simulation : "a crafter has to be physically in his shipyard" ? Come on. Call that giving crafting orders while at sea by written message, if you want to RP. Why can't we also during OW voyages : - take part in a Port Battle by TP. The old equivalent idea of participating in battles that could occur during escort missions would also work. - explore the Caribbean and/or the Pacific to find hidden "things" - etc.
  13. "By spies only" ? Why ? no. Their influence has not to be major. You can't ask 10-200 explorers to cross the Caribbean for a long time just to search one and only spy per nation. See what happened with wreck events (especially if spies are to be invisible on the in-game map as it should be). Exploration must be a rewarding activity. It is when one finds sth.
  14. Because the Pacific Coast has already been implemented in game and remains unused till now. No need to model that zone (unlike Europe). It makes it easier to use. Just a question : what to do with it ? See the lower-left corner of the in-game map :
  15. That said, the question remains : what to do with the part of Pacific Coast currently on the map ? What about Explorers in the Pacific having the mission of being useful to the Conquest in the Carribean ? - Add randomly generated islands in the current Pacific area. Make them periodically change of shape/location. - Add knowledge icons spawn on islands and shore, invisible on the in-game map. Explorers has to actually search the area in the OW. - Once an Explorer discovers an icon and sails back to his Pacific port, he can send that knowledge to Admiralty and earns XP and/or gold. - Sending knowledge to Admiralty could : - decreases Hostility in a (or all) Caribbean area(s), owned by one's country, by a given amount (out of the current maximum of 10 000). - gives the Country a (temporary and small each time) advantage : lower ressource price, ship quality, less labour hours to craft sth... - Etc. It might also work with additional combats in the zone : - agressive AI pirates on the PvE shard, tagging player Explorers - player Pirates/Nationals/Explorers on the PvP shards, as Explorers' opponents.
  16. Why limiting fun (it's like Easter Eggs) and pvp opportunity ? It's just a matter of tuning. Right now : Each information brought back home could decrease hostility by 1, 10, 100... Whatever. I think you can easily hide 30+ icons in the OW that could be respawn somewhere else as soon as they're used to decrease hostility.
  17. Exploration/Spying supporting Conquest As Admin stated : So here is the idea : Explorers will have to look for "enemy strategic plans" hidden in enemy territory. If they succeed in bringing them back home, this will reduce hostility in that port. Thus Explorers protect national ports. Here are the mechanics : (locating hidden things in known territories to support conquest) 1) Icons (representing strategic information or a spy) are randomly generated in OW on island shores. These icons are not visible on maps. Only enemies can see them. Owners of a given island can't. Example : an icon is generated on the east shore of French Island of Martinique. Say Great Britain is the enemy. Only an English exploring the coast can see the icon. 2) The English Explorer will have to come at close range to fetch the information in the icon/the spy. As for wrecks, it will then take a few seconds to transfer the information/the spy on board. 3) As soon as the English Explorer get the information onboard, his location and identification as an Explorer having a strategic information on board appears on the map of every players of the shard, making player enemies want to intercept him and allies try to help him (escort). 4) The explorer has to sail back safe to the English port where he wants Hostility to decrease. If he succeeds, he uses ( RMB) the "strategic plan" (ou "the spy or whatever you call it) and make hostility decreases for x %. Longer voyages could give better reward (bigger %). RP justification : As the English Explorer knows strategic information about his enemy (about troop movements, strategy...) and was able to bring it back home, French effectiveness (ie. Hostility) decreases. Interests : - It might make the duration of Hostility last longer. - It creates interaction between OW and PB, between non-combat gameplay and pvp. - It could generate more OW PvP between those who want to stop the Explorer and those who want to protect him. - It creates a new "career" in OW (Explorer) and an exciting activity : searching in hostile enemy territories, being blind ; an activity that could be coupled with scouting, PvE, trading... - It ties Exploration and combat. PS : instead of calling that "Exploration", you could also call that "Spying". However it takes searching enemies shores. Comment.
  18. Will there be an "officer career" as proposed for discussion here :
  19. 1) Christian VII. 2) Diana. WC : Wasa From : http://forum.game-labs.net/index.php?/topic/8340-player-ship-selection-1st-half-2016-final-poll/?p=157202 Wasa (1778, Swedish 60-gun ship) Wasa was built at the Karlskrona shipyard after Fredrik Chapman's innovative drawing. She was powerful enough to withstand line fighting and shallow enough to support coastal operations in the Baltic Sea. Wasa fought atthe Battle of Hogland during the Russo-Swedish War of 1788, was sold to the Swedish East India Company for a trip to China, and bought back by the Swedish Navy. The Wasa class comprised 10 ships-of-the-line based on her design. Pictures / 3-Decks / Swedish Wiki
  20. Will Exploration be implemented ? Can't the Pacific Coast be used for that ? Will bots be agressive in OW (tagging players) ? Which ship will be the 2016 Ship selection Wild Card ? Will there be more early-18C ships in NA ? Will there be a storm map in combat instances ? What would be the main difference between NA2 and NA1, as you see it now, (if a NA2 were to see the light of day someday) ?
  21. L'intégration à NA des outils de ce site serait sympa et suffisant (direction à suivre, durée moyenne du trajet en fonction de la vitesse) : http://burningsail.com En attendant, on peut les utiliser tout de suite. PS : en ouvrant le site là tout de suite pour le tester, j'ai eu un bug d'affichage (clignotement du fond bleu-blanc)...
  22. L'Hermione devrait être ajoutée au jeu avec le patch de novembre-décembre. Des nouvelles de son armement ?
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