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Everything posted by Percival Merewether
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Dock Slots
Percival Merewether replied to VonVolks's topic in Current Feature Improvement Suggestions
It’s small issues like this that frustrates new players - it should definately be fixed in the future. it makes no sense that you have to try to calculate how much dock space you have or that you must count every single ship to find out how many you have. it’s frustrating and should be fixed eventually - I’m sure the devs can prioritise the order in which they fix issues thenselves, There is no need to dismiss a problem as this one just because you think something else is more important. -
Happens all the time to me
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You sound like a little sad "hello kitty" who question things just for the sake of questioning them without bringing anything of value to the conversation. Thanks Neth - the polish campaign was a lot of fun, one of those battles was this one though. https://cdn.discordapp.com/attachments/351595983810985985/413463766039134210/Agamemnon.jpg
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Flares
Percival Merewether replied to Slim McSauce's topic in Current Feature Improvement Suggestions
Good idea -
I and many others use 4/5 and if lucky 5/5 ships in PvP daily. After the RNG patch I have not sailed a ship without at least 1 extra build-in mod or slot + Copper and Cartagena (Apart from a weird fetish I have atm with Mahogany/Crew Space Renomees from the AI shop). I roughly lose a ship every 2nd-3rd day but it doesn't seem like much of a problem for me to get replacements since I keep a good amount in reserve in KPR. There is no point whatsoever in not using a 5/5 ship for PvP, of course it will be lost someday - but don't keep them in the ports. I'm not saying that the devs haven't done a lot to address this problem already, nor am I saying that you're completely wrong - I just feel that there very often is a considerable difference between my ships and my opponents ships. It would be nice if other people had access to the same things.
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If you use both they're roughly equal to 2 x 2,5% speed mods by adding 5% extra speed in battle and 5% extra in OW. Of course they're OP together the sail force mods should change sailing profile only, not max speed. I can make that build now apart from the Master Northern Carpenters. And yes, of course any ship can be beaten provided the captain is bad and/or there are enough opponents. When repair stacking was beneficial you could still kill the ships The point is that these mods provide the player with an advantage that is impossible to compete with assuming both captains are of equal skill.
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Very true, but Navy Loodsman combined with Elite Spanish is OP, and the rigging specialist makes up for the sail health loss and adds to the repair % making the speed trim safe to use. +you can use optimised rudder instead of light carriages. Art of Ship Handling is also enough to make up for the turn loss.
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Should also be noted that Optimized Ballast and Light Carriages only account for about .25 knots, so could be 13.75 OW with repair mods and/or perhaps slightly slower with 7k HP. I made this build to prove a point - I think I did.. mods are still a problem, especially because of the built-in 'very fast' modifier and the extra two permanent upgrades.
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Lighthouses
Percival Merewether replied to IonAguirre's topic in Current Feature Improvement Suggestions
That's just downright wrong, though I think the oldest surving stone lighthouse is from the 1830s (?) I need to look that up. It was common to have lights around the large centers in the Carribbean, mostly wooden towers - just as it was very common in Europe and north america at the time. I will do my best to find some sources for you tomorrow. -
Lighthouses
Percival Merewether replied to IonAguirre's topic in Current Feature Improvement Suggestions
Just gonna bump this 3-year old thread up for @IceBurg, he suggested the introduction of lighthouses but it was closed as a dublicate for obvious reasons. I really like the idea though, it should be reconsidered - It would help navigating a lot at night and i bad weather. -
Upgrade which boosts PvP gain
Percival Merewether replied to vazco's topic in Current Feature Improvement Suggestions
I'm thinking the same - we should definitely do it In all seriousness, if something like this was implemented it should be a perk, and the PVEers and Traders/Crafters should get something equivalent. -
Sending Ships to chat
Percival Merewether replied to HachiRoku's topic in Current Feature Improvement Suggestions
Would be nice to have it back for PMs -
I believe stacking mods is bad for this game… It encourages people to create ships that are incredible in one area and terrible in others. I suggest changing the permanent mods in such a way that you can only use ONE mod of each bonus type (e.g.: 1 speed, 1 boarding, 1 thickness). Make only two versions of each mod, an example could be 2 types of Copper Plating: Copper Plating = 2% speed Superior Copper Plating = 3% speed In my suggestion these two mods will be the ONLY speed mods in-game. The “bad” version of the mod should always be easy to obtain while keeping the superior versions rare. That way the expensive ship will still be slightly better than a cheap model, but nothing that a few cannonballs can't even out. With only three upgrade slots the player is forced to choose which areas he wants a MINOR advantage in, but without it influencing the entire battle too much.
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It's not increased assuming the HP for masts stays the same - you still need the same amount of hits, but hitting will be harder. I'm not sure I understand?
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I'd love to see smart gunners disabled and HP decreased - this means that broadside-to-broadside (touching hull) will be devastating and can end a fight very quickly. It will encourage fighting at a medium distance in battle sails. it will also make moving in for boarding much more dangerous.
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Regarding "special trim"
Percival Merewether replied to Demsity's topic in Current Feature Improvement Suggestions
As much as I hate RNG I believe that every nation should have a more or less equal chance of getting every refit - regional refits could work if you had to take a trade mission to these regions to get om materials for the refit - but having to conquer the port is a completely different thing. Some nations will never have access to certain refits and it would heavily benefit the large nations. -
I’d prefer to encourage skill. The more he plays the better he gets = skill unlocked without the need for knowledge slots. If you make something in-game hard enough for the player to learn, then there’s no need for artificial skill-trees exp-points and knowledge slots.
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Actually yes, like @Glorgir says... we're in the testing phase of the game - Can we get to test playing without smart gunners for 2-3 days and then provide feedback? possibly allow for correction using the mouse during the broadside so you can save it if it goes completely wrong?