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ObiQuiet

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Everything posted by ObiQuiet

  1. IMO Rating for managing crew budget, supplies, morale: Realism: High Gameplay: Low for a game about fighting; with depth it would be appropriate to a SimShip game. (Without sufficient depth it would be a tamagotchi.) IMO Rating for warship captains limited by Money: Realism: Medium Gameplay; Medium IMO Rating for warahip captains limited and rewarded by their combat record and completing missions: Realism: High Gameplay: High
  2. My ratings for this real time wind idea:Realism: Very High Gameplay: Ruinous For the pseudo-random: Realism: Good Gameplay: Frustrating Mitigation: if players knew where the wind was going ahead of time, we could plan for it. This might simulate local knowledge. BTW, I suspect winds that vary by location are an unreasonable dev effort. But a global wind is still ok by me.
  3. I like the idea of a variable rate. I'd also suggest a change in direction at midnight, maybe, to keep us on our toes. Still not realistic, but more interesting. I agree with the developer points that realistic fickle and contrary winds will frustrate us more than they are worth in realism.
  4. Available immediately if you have no other ships available to you within teleport range? Otherwise, available with cooldown... just an idea
  5. Yep, it helps to think of it as a simulated captains career rather than a grind. Though IMO the game could improve immersion in this area.
  6. I have no interest in saving trouble for pirates, but I think being robbed would add variety to the end game.
  7. It's not a big ask, is perfectly realistic that a captain would know this, and is at least somewhat useful in game esp given the accuracy with which the dev modeled the damage areas. General location of these crucial areas is precise enough, like the sample shows.
  8. Any captain who lost his ship for any reason faced a court-martial to determine who, if any one, was at fault. What conclusion do you draw?
  9. All of mine involve collisions with friendlies.
  10. "Naive" is a fighting word. Please clarify your comments, sir, or I shall call you out.
  11. An idea would be to give the sinking player an equivalent incentive to not sink. If the ship sinks, it loses a durability and any advantage from the crew working together is lost. If the ship is surrendered and captured, the losing player keeps his sword PLUS some other advantage (hmm, what could it be?) * keep a crew bonus. Not realistic, but would be valuable to keep. * get a reward or a medal for courageous attention to duty. Not realistic either, he'd get a court martial (these ideas aren't going well) * keeps his rank (this could be it -- sink and lose a rank, or surrender/be captured and keep your rank) * Reputation could go up -- if we had a reputation system, and if the opponent was equal or greater. Maybe someone else has ideas.
  12. I thought I did. You want to have fewer enemies letting their own ships sink before capture. I see now that you mean only after the result is decided... so preserving the crew isn't an option.
  13. My apologies sir -- I included crafting and missions in content. My mistake.Note that I agreed with the OP's point that more content would help more.
  14. What an odd thing to say. The period was full of fine-tuning the battle mechanics and balance, plugging exploit holes, implementing crafting and trade... All features that would have caused huge trouble if not done before EA.
  15. If your crew got better at sailing and shooting the longer you keep them, that would be a reason not to sink yourself.
  16. I think the OP's points are reasonable and it's fair to make them. From reading these forums it is not easy to tell if the devs have plans to add variety and more depth to the craftibg and non-battle game play.. The land in battles will add a very interesting dimension to the that part of the game play, no doubt.
  17. I like the concept as it supports more role playing, as long as it does not turn out to be a tamagotchi. First, though, I'd like to see a crew modifier that gets better the longer you keep you crew together. They sail better, and fire faster (most important) the longer they have worked together. If you switch ships or sink, the crew starts over. This would add another reason to preserve what you have, and could tip the balance in battles between different ship classes.
  18. That is all true, though I'm not sure "common" is justified until the 1800s. http://uslhs.org/chronology-lighthouse-events Is it significant that there were no lighthouses in the game map regions until after the period we're playing? There are some earlier threads about that around here somewhere.
  19. Only if it increase the sratwgic dimensions of the OW game... like making certain areas more difficult to blockade, or more valuable to keep. Not if it's just another commodity to shop for. If so, I'd rather see wear and tear from weather or long times at sea first.
  20. Does it only happen when teamspeak is also running? Any co-incidence with keying the mic, within x minutes, or any other clues? WiFi or hardwired? Does the game client close or take you back to the login? These can be hard to diagnose. I once had a machine, just one, which would drop off the wifi network when a specific other machine joined. I hope your issue is easier to isolate than that one was
  21. Is it possible that this risk is a simulation of the real word risk tlog the era, and that it will drive the open world dynamic in interesting ways?
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