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WhoopAss_McGue

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Posts posted by WhoopAss_McGue

  1. I think that the paint should be national specific per se. Then individual schemes could be a bonus or bought etc...

     

    I always found it weird that all nations had the same colours - which they did not. In a battle it would add to immersion with the same colour theme on your team. :-)

    Would make sense to have a selection of national paints that are easy to get, but the more unique paints are very rare. Could represent a captain become rich/powerful/famous enough for the admiralty to allow him to paint his ship as he pleases.

    • Like 2
  2. You can make two types of ingame coins. One won ingame (gold) and another (ex. Doublons) which can be refilled, if you want, with real money.

    With the doublons you can buy non esential things like aesthetics (paint themes wont be enough), xp bonus (example +25%), availity to OPTIONAL pay to unlock more space in the warehouse/dock/clan vaults or unlock more outposts...

    But it is important that those things can be also obtained ingame without having to pay.

    I really don't think such an economy would fit into a non-f2p game.

    As for paint schemes, I've been really looking forward to being able to customise ships, finding out that doing so is rare is a bit of a bummer. Could you not tie the paint schemes to the existing item quality scale (Or something similar), but have mastercraft/exceptional paint schemes (which would be the fanciest paints) being unable to craft?

    E.g. A common red paint can be crafted. However it's rather dull and the paint is a bit weathered and battered. The exceptional red paint can only be got through events and it looks brand new and beautiful, with all the brasswork shiny and plenty of embellishments.

    • Like 1
  3. While I like the overall idea of having crew, this system feels like it only serves to punish the player in certain instances by having to sit around waiting for crew. I think if there is a cost to losing a lot of crew, there should be some added benefit to preserving them - E.g. Some sort of crew experience that is gained after every battle, increasing reload/repair/yard speed and such. So if a player loses all dura's and the crew is killed, the main drawback is the loss of a good crew, perhaps even the crew regeneration could be quicker to reduce the frustration of waiting around.

    I also really dislike the idea of a nation's population affecting crew per person, I don't want to be held back by low crew just because of the nation I chose when I first started playing.

    • Like 1
  4. I think that having all of those effects, on all of the crew, is a bit much.

    Instead, I'd suggest that some of those effects occur, on some of the crew, depending on where the ship is hit.

    For example, if you take hits near the front of the ship, near the waterline, this is hardly going to effect the top deck gun crew at the rear of this ship. Similarly, it's not going to effect those handling the sails very much.

    The way I'd like to see it work is for the supression from hits only effect the local area, and simply just make the local crew a bit worse at doing their job. The surpression caused should scale with the damage taken. (I.e. A few 6pdrs won't do much, but a full broadside of 12pdrs will do a lot more to effect the crew.)

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