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mirror452

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Everything posted by mirror452

  1. Another thing is... What if the most influencial person in one nation suddenly decides to not play Naval Action anymore?
  2. How would labour hour generation work for people who do not participate in port battles?
  3. I like it. EDIT: However there is a slight problem with more than one battle starting at the same time in an area. Needs a bit more thinking, but it should not be impossible.
  4. Actually we need an incentive to surrender, since in real life really noone would keep fighting to the death if 80% of their crew are already dead.
  5. It's not. Because if everyone just buys the resource and noone produces it... Well, I guess then there will be no resources left to buy.
  6. Imagine buying a mine in real life... Will the mine just spit out Iron ore, or will you actually have to work in it to get anything out of it It does make sense.
  7. Disengaging itself is nothing to be punished. Which captain would not safe his ship and his crew if his ship is not in fighting condition anymore?
  8. I guess he accidentally posted it in the wrong part of the forums. Everyone makes mistakes every once in a while
  9. So now you want to tell me that not the fastest ship should catch up, but only a ship that happens to have bow chasers? (Not an attack against you personally, but more a response to some earlier posts from others) In an area where noone can hunt you you will not find anyone to hunt for yourself, of course. The idea is not to play it 100% safe, that's not possible anyway, but to make it a calculated risk, and reduce the chance to be caught. There are so many things you could base your strategy and decisions on, whereas now it just comes down to the tagging game.
  10. Many of the smaller frigates and unrated ships are faster than any other similarly sized ship in a specific angle to the wind. Know the angles and you are fine. For bigger ships... Well, you should always count on losing your ship if you sail a bigger frigate or even SOL alone in hostile waters. That being said, I do believe that the angles for the Reno should be tweaked. I think she should behave a bit worse in close hauled and beam reach to compensate for her insane speed in braod range. And again, because I didn't say it often enough... If you are in the situation when you are chased by a faster ship that can actually defeat you in combat you already made a bunch of mistakes at this point. The main mistake being, being in the wrong place at the wrong time.
  11. But it is not unavoidable. Read my earlier posts for details.
  12. That's not true. If your ship is slower you can still start a fight if you catch your enemy under the wrong wind angle, or if you manage to catch them when the wind forces them on the land. In the Open Sea, yes, the faster ship will have the initiative, but what exactly is wrong with that? In fact with my proposal the attack and tagging mechanics don't change at all except that you cannot attack a ship that is following you.
  13. Well, that's why this part of the forum is called "suggestions" After all, it's merely this. A suggestion, coupled with my personal opinion on it. I personally enjoy tactical decisions a lot more than an adrenaline pumping minigame, and I would like to see the quality of the tactical decisions and the thinking we make before even setting course, before even getting chased, to be properly reflected in the game. That also means that if I make a bad tactical decision, if I am in a spot where I should not be, if I don't bring enough friends or simply the wrong ship, I want to be punished for it. At the moment I can get away with making all the wrong tactical decisions because in the end it only counts how good I am in the tagging minigame.
  14. But it doesn't have anything to do with realism... I know that we have to abandon realism in some issues to make the game playable, however this is not such a case in my opinion. Removing counter tag would force players to rely on different, more realistic tactics to avoid being caught. It would make people think about where to position themselves on the map. In fact if your ships speeds are relatively similar, you can still have adrenaline filled chases at sea, trying to reach the next safe harbour or a friendly fleet while you see your hunter catching up to you with every minute. If speeds are not similar... Well, then it's not a question, the faster ship will and should without any question catch up. And then it is about combat strength, and not running anymore. As I said, kind of like in real life. I understand that some people enjoy this meta game, but it is what it is. Unrealistic, immersion breaking, with no resemblance in real life. And as I also said, it's not as simple as "faster ship wins". As the one who is chased you have all the initiative. You can choose your route, your positioning, the area where you want to sail without an escort, you can choose the angle of the wind where you want to run. You can sail along a coastline with the wind blowing towards the land and risk getting caught, or you can wait for a better wind that will give you options for running away.
  15. Land in battles will solve some of the issues, but not all. An open sea chase would still be the same. Read my proposal again, please. It is already limiting the minimum attack range in shape of the secondary immediate tag circle. Of course the actual size of this secondary circle has to be adjusted accordingly. EDIT: But I got an idea... Will update my proposal in a second. Updated.
  16. I am not quite sure if I get what you mean, but if you are talking about what I think you are talking about... Setting up a perimeter around the battle location to catch the ship when it leaves the battle... This is not resembled in real life either, and can be easily countered by just waiting in the battle end screen for a few minutes anyway. Like, don't leave the battle end screen and use the time for washing dishes, while wasting the time of your enemies. Sorry, this is also a game mechanic I do not agree with. It's really easy. Make the ingame chase as close to a real life chase as possible, and see more real life like tactics to be used. In the end this means better tactics, better immersion, and a better game that has more to do with ships and sailing skills as well as positioning skills than with... "tagging skills".
  17. Don't get me wrong. I am mostly a trader, I benefit from this tactic. But I can see further than my own benefit, and I see that this game mechanic has nothing to do with what this game is about... ship combat. To make it easier for you to understand: If you have too many pursuers, it means that you stayed in the same area for too long. Hunt in less populated areas, and change the area of your operations often. Make your pursuers search you in the wrong place and ruin their day by simply ot being there anymore. About the real life days thingy... It already takes days to hunt a ship in OW. OW days. Because time is compressed in OW. So this argument is invalid. And about "It's called pirating"... Even pirates are needed to think about their tactics. No easy game mechanic exploits for anyone please.
  18. And does this particular game mechanic have any resemblance in real life? As I said, if you are greatly outnumbered it's your own fault for being at the wrong place in the wrong time, and you SHOULD pay for it. It's called tactical decisions.
  19. If you are a pirate who is outnumbered you are either in the wrong place at the wrong time, or your ship is too slow. That being said, ships that join the battle later should spawn further away. I think it already is like that, but I am not sure if it cannot be tweaked a bit further.
  20. You have days of hunting, in the OW it justseems like less because time is compressed. How does it crush pirating? It actually helps real pirating.
  21. Well... In real life, if a ship is slower than another, the faster will catch up. In the game, you counter tag the much faster ship in OW, spawn outside of cannon range, let the timer run out and leave the battle instance. Then you are invisible for 1 minute. If the enemy is, miraculously, still on your track, rinse and repeat. It's frustrating and a waste of time. And on top of that, not realistic at all. I understand that there have to be game mechanics, but let us give our best to make the game mechanics reflect things how they would be in real life sea combat. After all we are here to play with ships, not with game mechanics.
  22. Oh, I missed that topic. Will make the same suggestion there, and this thread can be closed by moderators if they think it is better to have it in the general discussion in the other thread or left open if they want a discussion on this particular proposal
  23. I see a problem with Counter tagging. Counter tagging is used by people who don't want to get caught. It works in the way that you tag the hunter as soon as possible (So that you spawn as far away as possible in the battle instance). This makes it very hard and time consuming, and in many cases even impossible to catch a trader. So here is my suggestion. Introduce a second tag radius. The first radius is as big as currently in game, however it is only possible to tag people in front of you. Tagging people who are behind you is impossible. The exact angles can be discussed, but I think a 100° tag cone in front of you is a good idea. The second radius would be much smaller. In this radius there is no tag timer, the tag is immediately. This will make it impossible to counter the tag by making the enemy overshoot you when sailing directly towards him. EDIT: Maybe a cone is not the best idea, since it should also be possible to tag people sideways. So I added a second (very quickly made) picture to demonstrate what would maybe work a bit better. Tag is interrupted if tagged player leaves the blue area.
  24. So you say that it should be used more often for PBs, considering how unrealistic it is? o.O Edit: With unlimited teleport it would get too easy to defend ports. After all, who need a screening fleet or catch the flag when you can just teleport in the contested port all the time and wait there until the flag is planted. After all, why would then the attacker bother with a screening fleet, since it's impossible to try to keep the defender away from the PB, since there are always already 25 people sitting in port just to jump out and into the PB?
  25. Again, cooldown adds tactical decisions to the game that were just not necessary when we had a shorter cooldown (yes, we did that experiment). I just think it's wrong to be able to be everywhere at any time. The way we have it right now requires you to plan your approach. If you didn't plan it right, and the action is somewhere else... Well, that means that you made a mistake, and you pay for it. Decoy attack would be useless with a shorter cooldown. Blockades would be useless with a shorter cooldown. Coordinated attacks would be a lot less efficient with a shorter cooldown. Shorter cooldowns mean that overextension is not a thing. The current cooldown means that we have to make tactical decisions about where we should be at which time. In my opinion it is even too short, and should go back to 8 hours. I also think that teleport with cargo is just wrong.
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