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Tom Selleck

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  1. Ahh i don't see that as a problem at all. If resources are going to reflect what they were historically during the time period then the U.S. players in order to maximize profits will by shipping logging from the U.S. ports to other nations ports, which means there will be a lot of fat merchant vessels making long voyages to and from the desert isle that is the U.S. area, which means a target rich environment. ;-)
  2. I don't know who is doing it by someone is going through and moving a lot of the ports around in the community map to locations where they actually are not. For instance mimbres in the bahamas is now in the completely wrong spot for where it actually is in the game world. Just thought I'd let you know so you can clarify it booyah.
  3. Tom Selleck

    UI

    How the UI can be tweaked slightly to make it more user friendly.
  4. I'll post this question in here since I'm sure it will be asked ad nasuem at one point or another but: How are shallows actually being implemented? If you ground your ship in shallows i'm assuming you will take some form of damage, but will it just be a slowing effect upon your ship or will you be truly stuck fast and have to kedge your ship off the ground?
  5. I wouldn't like Grim's hit average implemented, after all If we are going to be limited to one character (and I'm assuming we are) and weapons get tweaked on a regular basis, then these kinds of statistics are misleading at best. ((For instance what about those players that play light/small ships and help a team out by firing chain shot at an enemy's sails/rigging? By its very nature 70% of chain shot is going to be missing its target)). As far as what data I would like to be tracked I would like more generalized data to be tracked. For instance: Average play time per week Average time zone played during Average time spent PvP'ing Average time spent PvE'ing Total number of PvP instances fought in. Total number of PvE instance fought in. Time spent on the Open Sea/Distance Traveled Financial stability of player (this one would be a bit hard to track, but i'm thinking along the eve online terms, does the guy use ships he can't afford to lose often and how quickly does it take him to recoup his losses?) Etc. This kind of data would give you a general idea of how skilled a player is in what areas of the game and whether he would be a good fit or a burden or liability to your guild.
  6. One thing i'd like to see, and not sure if its been mentioned. (19 pages is a bit too long to read entirely through but I did skim and didn't spot it.) Degree azimuths for the gunnery view. It'd be nice to be able to coordinate fire in a fleet by degree of standing from your location. It would not break the game or make it any less skill based to have a degree slider next to our gunnery line showing at what degree we are raising our guns to bear on the target. It would not give friendly vessels an exact bearing on a target as the degree would of course be in relation to your own ship, but it would give a general guideline to be able to more quickly focus fire on a particular target. Also during the age of sail sailers had degree markings on their cannon stops so that they could quickly reset a gun on target after firing when the gun would bounce and roll after being fired. It'd be a nice quality of life addition that I'd like to see added to the UI. Thanks.
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