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Zorg the Merciless

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Posts posted by Zorg the Merciless

  1. Wind Boosts for Trade Ships only

    Wind boosts should be visible and usable for trade ships only. Any fleet with a warship in it should not be able to see or use wind boosts. Justification is to encourage more open world sailing of trade ships and reduce the crazy ability of warships (built for combat) being able to chase down (unrealistically) ships build for speed and cargo runs. Exception could be LGVR. Speedy warships could in many cases still chase down windboosted  Indiamen and LGV and without wind boost balance the scales for Tbrig fleets. I think this would also reduce the current spate of wind boost camping by pvp players using this to run down (also unrealistically) faster ships e.g wind boosted Redoutable chasing down Trincs and Endys.

    A side benefit would be more trade fleeets sailing and therefore potentially more scope for the hunters while also giving us more trade focused players some relief!

     

    • Like 1
  2. It would be nice if you could select what you wanted to take. In many cases, its only the books and specialty woods you want - the rest is rubbish and can be left.

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    • Thanks 2
  3. My point was more in relation to warships than traders. If the enemy captures a (for example) seasoned woods 1st rate then that is a huge bonus for the capturer. I feel that as the owner/captain of the ship, its my decision to deny the enemy the comfort of my ship. It should still count as a kill for the attacker and credit as per normal to their hunt missions etc.

    • Like 1
  4. Hi, following a situation today, I have an idea that I think could be useful. I was sunk in a crafted ocean by some marauding Swedes after the Great River/Prinz Port Battles earlier today. That is of course fair enough. If I had been in one of my seasoned wood ships the loss would have been quite annoying. Its not so much the loss of the ship as such but the fact of the enemy gaining hold of it and being able to use it in the future.

    I'd like to propose a scuttling perk. When enabled, your ship will sink within say 90 seconds. The enemy can still loot as per normal you but is unable to capture your ship. There could perhaps be an increased chance of a seasoned wood drop for the enemy. I'd further propose that its a one shot deal. That is, if you click the scuttle button, you get a "are you sure" dialogue box and then the countdown starts - its not reversible. I think its better that the ship sinks rather than explodes so as to avoid fireship griefing.

    Cheers & sail safe (apart from you trader ganking bast***s - you can please sail unsafe and get sunk vigorously and often lol )

    Zorg

    • Like 7
  5. o7 Devs, thanks for the recent Trading Update patch. This has invigorated trading and I am seeing (and losing) more trade ships in Open World. Feedback from my trading mates is that this has brought new interest and opportunities into the game for traders and those ganking bast***s as well 🙂

    I'd love to see the ability to load more stuff into our Indiamen. 4k hold capacity is great but (as always) I'd like more! Would there be an option for a book/combo book or Officer Perk to lift fleet or ship capacity by say 20%? Book could be 1 x art of rudder and x 2 art of cargo dist to make it rare, expensive and desirable.

    Keep up the great work.

     

     

    • Like 1
  6. 33 minutes ago, Slim McSauce said:

    Everything regarding PB's is too akin to heavy system shock. Within a day, a mere blink you can log in to find a multiflip took your most valuable ports. This is not a risk/reward dynamic, it's a stick of dynamite ready to blow for the unlucky nation who finds himself in this situation. If there's one thing we should've learned by now is that our worse possible fears are likely to be realized. US knows this well, losing ports to treachery is not uncommon. Players are susceptible to total demoralization.

    Why PB's and RVR have been such a problem it's a Lobby-Style battle trying to fit itself into an Open World Sandbox. Logically speaking there's every reason for a side to bring 75 player captains to a defense. Screening has never been acknowledged as a feature. It's always been just a part of RVR, never a mechanic. If screening was an official stage of RVR like hostility is then maybe we could get a grasp on how it plays out. Pure sandbox terms, you block out people from escaping into the alternate Arena-scape

    Your second solution is more viable, we could double down on PB's being purely Arena-content in the same way NA:L is. Problem though is the transition between the OW Sandbox and the PB Arena will always be rough. If you want the most seemless transition with the least amount of room for error, go full sandbox and make PB's a series of battles near and around the port, less immediate than a single battle, more room for player involvement, greater variety in tactics, less transition problems. 

    That's my take.

     

    I agree with this. Timing is also an issue that is mitigated to some degree by PB timers. However, you see instances where (for example in GB nation) for one reason or another captains aren't available to respond to a sudden attack or blitz. A recent example is the past week's activity in and around Georgetown and Santiago De Cuba. I wonder if another option might be that attacking players raise hostility over the course of a week and defending players run counter hostility missions. These could both be PVE but with the addition that PVP kills within an instance are weighted significantly more heavily for hostility/counter hostility. At server reset at the end of the week, the team with the highest number of hostility points either defends or flips the port. I think an advantage in this approach is week long content and the opportunity for time poor captains to participate.

    • Like 2
  7. I disagree. Open world storms are useful for Traders allowing us a greater chance of sneaking in and out of enemy ports and avoiding the open world threats. I would agree however in having them available in battle. I well recall the EA battles with storms in them - they were a lot of fun and added to the challenge. #stormsrock #battlestormsrockharder

    • Like 6
  8. 4 hours ago, van der Decken said:

    That heart wrenching moment.....when you announce you are Dutch only to find out your nation's alliance with the Brits is not as strong as their alliance with the rats, despite how many times you've joined the Brit side to help them. Well played rats and Brits....well played....and duly noted.

    JFjvnEO.jpg

    Well, for context, we were in the PVP zone and saw 1 Rat being attacked by 2 Frenchies - thats is all you see when you are patrolling the zone. So, bearing in mind we love to sink Frenchies (I am sure the feeling is mutual) we joined on the Rat side. In PVP zone you have no option but to attack the other player so I am not sure what we could otherwise have been expected to do. Its the PVP zone - you go there expecting PVP. If there was an alliance, actions in the PVP zone can't reasonably be expected to impact on that.

    • Like 1
  9. I'd like to see an option to purchase additional ship tows. I certainly appreciate the current free daily one and that has been a great help in avoiding unproductive game time. I would like to see this as a permit available from the Admiralty for a substantial cost in doubloons or marks. I'd suggest something like 10000 dubs, 1 Victory mark or 5 Combat Medals. 

    • Like 3
  10. Lots to like in this update, great job Devs. I am particularly happy to see some clan management tools at last. Huzzah!

    One thing I'd like to suggest as a tweak is the concept of ammo loadouts. I like the idea of limiting shot but I wonder if it would be more interesting and challenging if you had to decide what shot to load. Shot types e.g Chain, Standard, Double etc could be a craftable item which would open up more opportunities for crafting and income generation for crafters. If the shot also had an impact on your cargo capacity we could well see captains having to strike a balance between ammo load outs and repairs. 

    I'd prefer to see that than a strict/arbitrary limit on the number of times I can fire a particular type of ammo. I'd like to see this approach for Double Shot & Double Charge as well - shot/ammo selection should be a skill/experience thing as well as general sailing ability.

     

    • Like 1
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