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mirror452

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Everything posted by mirror452

  1. I don't think that there is any need for that... For sails you have chain, for masts you have ball shot. Maybe you could add a damage boost to BALL shot against masts when the sails are shredded, since that would mean that also the ropes that support the masts are partly gone, but I am not sure if this would be a good decision gameplay-wise. It's difficult to find a good balance in this whole demasting topic.
  2. I heard some people complaining that it's not fair that richer players can buy off all the resources that are produced by one port. Well, one solution to that problem (if it is considered a problem) is to allow Buying Contracts only in ports where you have a warehouse. Since Warehouses are somewhat limited, and it's risky to set one up in every port, it would mean that Resources would mostly go to the storages, and then it would not be so much a matter of money, but about who is there first, or more frequently. Crafters could still for example put up Buying Contracts in the port where they craft, and give new players an incentive for making money in a way that is actually meaningful for their nation.
  3. Spreadsheet is nice and all, but I would prefer an ingame solution. Not many players care much about anything that is not directly in the game, so an ingame "marketplace" would reach much more players and thus make it a useful feature. And I think it's not a huge amount of work to implement it.
  4. When I brought the topic up I was talking about the numbers in the spreadsheet. And I clearly stated that I was talking about Carronades with the same caliber as Cannons. Compare the numbers, and you will see that according to the spreadsheet even 12pd Carronades have more penetration than 12pd Cannons.
  5. Nope. The ball of a 12pd carronade weighs as much as the ball of a 12pd cannon And penetration is not the same as damage done. Yes, a slower ball can, under the right circumstances, do more damage due to splinters... But we are talking just penetration here, not damage when penetrating.
  6. Maybe make it so that warehouses you open actually belong to a nation... Means, as soon as you turn pirate, you lose all your warehouses and the wares inside them. No matter if the warehouse was in a neutral or free town or in a national town. Also all ships in national ports (and maybe also in free ports?) would be confiscated. Also your rank should be resetted, since among pirates it doesn't really matter what rank you were in... say, the british navy. Maybe you should not lose 100% of the xp, but maybe like 75%. Then the only thing you could carry over to your "new life" would be the ship you are sailing, your money and the wares you have on your ship.
  7. Something with the penetration is odd... Am I too silly to read or do Carronades have higher penetration than same caliber guns? If yes... Why? Penetration is determined by kinetic energy, which is determined by mass and velocity. Mass are the same for same caliber, and Carronades' distinctive feature is a low muzzle velocity. So shouldn't their penetration values be considerably less than those of medium or long cannons? Edit: marked important part some people seem to have overlooked
  8. Not the first time that this is suggested... Now that all these materials are in game it would even be possible. And yet I doubt that this will be done anytime soon, if at all, since there are still a lot of things to implement and the game has to be released sooner or later. I like the idea, but so far devs always stuck to their "repair kits".
  9. I think the reason for port battles should be to take this port for your nation... So yes, in my opinion you SHOULD sail to the port in question to take part in the port battle.
  10. It would be awesome if for port battles every port would get its own instance. Means, that coastline and town features are modeled differently for each port inside the instance. That would create the possibility to make different tactics work for different ports, and it would give players who fought for this port already a natural advantage, since they know the city and the waters around it. Although I fear that this is too much for the limited dev-ressources... But anyway. Just a suggestion, something I would like to see.
  11. I know that they already improved a lot... I was also around when we had grey blocks as cities The purpose of this post is just to let devs know that at least some of us would really appreciate if more work will be put into city models, sooner or later... If it is somehow possible at least.
  12. I really like the style of the harbours and ports, but in my opinion these cities are far too small. Especially the supposed capitols are too small and should be considerably bigger than a regular town. I would also like to see a more realistic approach to city design, means, there are not only houses for living, but also defensive structures, shipyards, docks, factories, plantations,... I know that these cities could just be seen as kind of a placeholder and that it is up to the players imagination to actually make it look like it should, but with todays possibilities in gaming I just hope that this is not necessary anymore...
  13. That's sad... I think it would be realistic, but I can see that many people would not like it. Same as many people don't like "unfair" battles, although in history someone who fights a "fair" battle did something wrong most of the time. Oh, and in my opinion a clear resolve is not needed... But really, this is just my opinion, and I can see that many people need the game to tell them that they just won a battle. I mean, battles are mostly not about killing everyone, but driving the enemy out of the area, getting their resources or protecting own resources. There should be a "deeper" reward for battles than just the "You won" at the end of it.
  14. I posted this earlier in another thread, but maybe this needs an own thread to bring it to the admin's attention and to make it possible to discuss. This is to solve some problems with how battle instances work, especially the abuse of game mechanics where a chased player joins an ongoing battle to escape. -- Maybe we should get rid of these "sides" in battles, and just go by flags. Would be a bit more complicated, since suddenly more than just two factions can be in one battle at the same time, but a bit more realistic. I know that it would be very hard for the system to detect who is the winner and who is the looser in a battle, and when the battle is over, but maybe we should get rid of that too. When all enemies are sunk you have that "leave" timer, and when noone is shooting anymore for however long they can leave. Since xp and money do not depend on winning or losing the battle (I think) it is not needed to set terms for win and lose. Or, implement a politics system, so that the system knows which sides are friendly to each other and which are at war. This politics system can also detect who fires at whom, and maybe show on a Nation's "billboard" which nations fired at them to enable players to make political decisions like declaring war, or sending a warning to another nation that is in peace with them and fired at them nevertheless.
  15. No, yard control is essential and needs to be easily accessable. I don't see any other way than to assign them to q, e, z (or y on qwertz) and c.
  16. Well... In my opinion you SHOULD be able to run away. Just in a reasonable way, like DazednConfused said.
  17. I've never seen any tea... How and where do you get it? o.O
  18. I think the traders in the game right now are not more than placeholders. There will be, if the plans didn't change, a complete economy system in the game eventually, means that also players will be able to trade. Just the focus right now is on testing the battle mechanics, and OW sailing.
  19. Ich glaube die Tastenkombo "Alt+Shift" ändert das Tastaturlayout für die Anwendung im Fokus (in dem Fall das Spiel) in english bzw zurück zu deutsch. Aber einfach in den Optionen y und z tauschen ist zuverlässiger, da das im Gegensatz zu der Tastaturlayoutänderung gespeichert wird.
  20. Whatever you do, I hope the day/night cycle will always be connected with the sailing time compression
  21. Can we please stop asking for rewards? This feels wrong... We are here at our own will, and I am sure that most of us don't even have an award in their mind. I am happy about any kind of reward we will get, and that is for the devs to decide. That being said... When someone we barely know suddenly gives us a present we don't demand a bigger one because it is too small for our taste, do we? The giver should have the initiative of presents, not the receiver. You could ask for the insertion in the game of these ships, but wanting it as a present seems a bit selfish.
  22. Oh and if we ever have something like port battles or sieges or anything... It should cost more to take NPCs away from battles, or from other (lower ranked) captains who hired them previously. Which I think should be possible... To take the fleet away from a captain if his rank is lower, but maybe you would have to "pay" him a compensation in xp or gold...
  23. Hmmm... Loosing xp sounds interesting. Do you think you should loose a rank when you "spend" too many xp, or should it be like a debt when you reach 0 for the current rank? In my opinion I would prefer to loose ranks. This would also open the way for some other mechanics that use the ranking system, and it would prevent also top rank players from using it too much. I also think that the amount of xp you loose should be bound to - the number and class of ships - and it should decrease over time after each use. So for example right after you use it the amount you have to spend should be very high, and it would decrease to the original level over time. Oh, and in my opinion it should cost both gold and xp. For example... spending xp for the hiring, and spending gold over time depending how long they serve under you. So you would pay like running costs for the ships you commandeer. Just some ideas...
  24. I don't know. I think the NPC fleets should have a "purpose", like a destination or something, and I doubt that you as a Master&Commander should have the right to make them change the orders they presumably got by the admiralty. What I would prefer is an option to have NPCs lying in ports which you can hire, or command to follow you. And they should leave you after some time (or you would have to hire them again... or "convince" the admiralty.) Convincing the admiralty, or hiring, should be something quite difficult or expensive. Something you would use only in special occasions. Don't think that a spam of huge fleets would be good for the game.
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