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Showing results for tags 'Balance Suggestions'.
My suggestion deals with the biggest concern of many people about DLC ships giving a too big advantage (rare woods/redeemable) of those who doesn't own a DLC. So everyone who owns a DLC can redeem his ship every 24 hrs and that is something less likely to be changed as it has been sold/advertised that way from the start. A way to close the gap between those owning a dlc and those who don't will be done by the new port update giving access to easy replaceable boats to clans owning a port, wich is good in my opinion, but not enough. An additional way, without changing the dlc in a negative way for those already owning one, could be to make dlc ships capturable. This way everyone could optain these ships by boarding them, no negative impact on the person owning the dlc as he lost it anyways (before would habe been sunk) and he can redeem it again after 24hrs. Still keeps the boat rare to those not owning the dlc but gives access to them to everyone. Exploit could be easily limited through the boat being still not tradeable. E.g. only the person which captured it can keep it. Maybe introduce even rare notes of them boats (single digit chance) to chests etc. This would still leave the major advantage (redeem/24hrs) for those owning the dlc but would give the others the opportunity to "farm" those boats. Maybe you have a better suggestions how to improve the impact of redeemable dlc ships without changing them? Discuss...
Attn: Naval Action Developers and fellow Community. CREW SPACE ATTRIBUTE BALANCE The attribute Crew Space and the amount of crew added should be dependent on the quality of a ship and a percentage of its Base Crew Space (IF IT ISN’T ALREADY) rather then a static number. Much like how hammocks works, this would make Crew Space a more tactically viable and popular choice when building or buying a ship. It wouldn’t have to be to the extent of what Hammocks can do for ones’ ship, otherwise you’ll over powered amounts of crew, but it needs to be increased never the less. I’m thinking 1% for Basic, 2% for Common, 3.25% for Fine, 4.5% for Mastercraft and 6% for Exceptional. Now either you could calculate how many crew this would give each ship of each quality and continue with static numbers or you could formulate it. Also this attribute should be calculated pre Hammocks, so that said static numbers would probably be easier and cause less bugs. CREW SPACE BUILD ATTRIBUTE – Worse Case/Santisima Trinidad Base Crew – 1050 Modified BASIC 1% - 1060 COMMON 2% - 1071 FINE 3.25% - 1084 MASTERCRAFT 4.5% - 1097 EXCEPTIONAL 6% - 1113 FLEET MISSION BALANCE So I thought I’d bring this up while I’m at it, I’ve been encountering 2nd Rate St Pavel’s in Flag Captain missions, now this would be fine. But the problem is that Post Captain missions you are still encountering 5th Rate ships or lower. I’ve not once seen a 3rd or 4th Rate ship in my Post Captain fleet missions. For anyone entering Flag Captain missions for the first time in a ship that well frankly isn’t a 1st Rate, especially alone, is going to get quite the shock, having not been prepared for such fierce foes. The first time I entered I turned 180 degrees in the opposite direction and got the heck outta there. That being said I know there is quite the Crew jump from Post to Flag Captain (600-800 respectively) I digress in expressing that I have not seen any 4th Rates and at least 1 -2 at most 3rd Rates. I do believe that crewing 3rd Rates as a Post Captain is viable, although under crewed. I would expect to see at least 1, 3rd Rate and no more then 2. I hope that you consider my balance proposals and wish to hear from you all soon… For Queen and Country. Commodore. InversoSk3lo.