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Spawn position in battlesOn numerous occasions I have noticed that spawning positions in battles seem somewhat random, even if you stay out from the small circle around the tagged ship. Happens to both PvE and PvP. @Havelock can confirm that I tagged him earlier today, was upwind on him alongside his port beam when timer ran out but when the battle started he suddenly appeared right on my bow, yet I was definitely outside the "small circle" surrounding his ship when the timer ran out. Maybe I've just missed something in Patch Notes about tagging, but its not cool to fight for a good starting position and then getting a rng starting position in battle?
Tagged while being in battle group
Jake Newport posted a topic in Support@adminAt the port battle of Salamanca we sailed in our PB fleet of first and second rates and me as the mortar brig. We were all in the same battle group to up our BR to more then 10000. While sailing through the screeners several 1st rates got tagged but nothing happened, however when i in the mortar brig was tagged i was dragged in to a battle together with another of our screening groups. None of the people in my battle group got dragged in. I also did an F11
[Caribbean server] Join Russia, Join the Empire!
Anolytic posted a topic in Caribbean NewsWith the upcoming #servermerge the players on Global are presented with a great choice: What flag will you hoist? What nation will you fight for? You may be getting a raw deal with being merged into a server where all the territory is already settled by us in the EU crowd. Where lines are already drawn, alliances signed and territories divided. However, unlike EU-players who are stuck where we are with what we have, you will get all your stuff in a handbasket and can choose exactly where you want to go and bring it all with you in a single click. In light of that, I ask for a moment of your attention. If you are looking for a fight, a momentous challenge, and a good community to fight alongside, you should join the Russian Empire. Our greatest selling point, is the one word that it says right when you choose nation: «impossible». The strategy of Russia on the EU server so far has not been to «win the map», or to hold ports for their own sake, but to find fights and challenges wherever they may present themselves on the map. We are a small nation and a small fleet, but we are growing. The most notable active Russian clans on the EU server are RUS, USSR, BETEP (pronounced VETER btw) and REDS. Of whom REDS is the largest clan, English-speaking and international, and have been here from day 1 together with RUS. Language barriers can be overcome. We are the proof. In REDS we have players from all over the world. For us, our clan-chat is our nation-chat. The Russian Nation on the EU server was formed by groups of players that came together after most of us have been bitter enemies for the entire history of this game up until now. In the great cauldron that is the Russian Empire we now fight side by side. Many of us may disagree with each other vehemently on the forum still, and may have differing views on game mechanics and indeed also on the server merge, but that is inconsequential as long as we are on the same comms and shooting at the same targets. In REDS we have an ever growing group of EU-players that can put up a fight during European primetimes. But we also have already a good number of North American players among our founding members and still recruiting. Our clan has been international and global since its conception. With the server merge we are searching for allies in all timezones, and hoping to appeal to players from the Global server to join us, that we can expand our number of players in all timezones so that we can have a solid and persistent active population around the clock. If you want more information about the Russian Empire on the Caribbean server, you are welcome to visit the Nation Teamspeak run by REDS and yours truly. The address is ts3server://rus.rdnn.eu or 18.104.22.168 Everyone joining the Russian Empire on the Caribbean server is welcomed to use this Teamspeak. By order of Kontr-Admiral Putin, sign up today! This message has been approved by @Christendom
Clan tags on Open World
Bigvalco posted a topic in Current Feature Improvement SuggestionsTitle pretty much sums it up, I think it's probably an easy addition that has been overlooked.
On the topic of officers
ShiverMyTimber posted a topic in Current Feature Improvement SuggestionsSo, as everyone playing the game knows, you can outfit your ship with officers, I've got a few suggestions and would also ask for some player feedback into what officers roles should be and how that would affect your sailing; if they go down with the ship or have a chance of getting onto the longboat and paddling to the nearest pirate port, whether they can be injured, gain XP and rank up just like you; or just simply be modules you plug into your ship, leaving all the captaining and micromanagement to you, though captaining a ship would be no easy task. Firstly I'll take a look at navigation. What I'd propose is, with an officer who fills the role of your navigator is access to your captains quarters (though in a 'locked' isometric position) where you would get to see your map spread out over a table, along with all the ports and their flags. When asking a basic/low level navigator where you are he would simply reply "Nearest to <portnamehere>", however as you got better navigators (or your navigator got better) a circle would appear around your ship on the map like GPS on your phone with bad sattelite reception, as the navigator gets better and better or the best one is got the circle would shrink until you had a very reasonable idea of where you were, along with the navigator telling you where the nearest port is provided it's on the map. Officer of the watch - This officer would stop you having to buy a 72" 4k TV to tell if there is a ship in the distance. Of course like the navigator not all officers are as good as others so you may still have to keep an eye open for ships he might miss. However, he would be tasked with one other important thing, logging ships and fleets into the ship's map a lower-level/rarity officer would have them as lines coming out from the ship indicating heading, but not exact distance, somewhat like the sonar map in silent hunter; as he gets better he will begin to mark the lines red, white or green according to whether they are neutral, an enemy or an ally (He would start with black lines), eventually he would work his way up the skill/rarity tree to map the ship's approximate location, heading and speed he would also give call when land is spotted and if it's uncharted you could have him and your navigator draw up a rough shape (accuracy dependant on how skilled both officers are) of an island that was not on your 'original' chart. As a pair the navigator and officer of the watch can map out shallows and put them on your map too. Bosun - (or whichever way you want to spell it), generally keeps the morale of your crew up and gives shipwide bonuses if morale is high (almost as if you had added more crew), he keeps you aware of your crew's status, if any are sick (if this is added in the future) or if they are annoyed to the point of mutiny due to a series of failed encounters and not having a captain of the correct rank controlling the vessel. Your bosun could also double as a carpenter or surgeon, the carpenter getting more effectiveness out of repair kits and allowing you to repair about 20% of your armour if in survival mode, though patching a ship up with bits of shattered ship takes time. Him doubling as a surgeon would reduce crew loss in battle and reduce crew loss during boarding and regain some crew who would have otherwise died during boarding, they would mend slowly over a matter of days depending on their injuries. If he is acting out other roles then shipwide bonuses would Gunnery Officer - Pretty simple this one really, firstly you can set him to fire broadsides if you wish, possibly manning starboard and firing salvos at an easily hit ship while you pick off the little guy in a gunboat. If he isn't on firing duty he would assist with aiming, giving you somewhat of a trajectory arc, as all other officers some are better than others. As well as that a modest increase in gun damage would be nice as well as the ability to have him suggest where to shoot (eg armor, rudder, sails; though this may be very difficult to code) if trajectory arcs are a bit too Assassin's Creed for you then let him widen the little red line, essentially adjusting guns on the fly to hit where you may have just missed. Just to add a quick edit here. Should ships with multiple gundecks benefit from only one gunnery officer or should you have to have one for each gun-deck or set him as a ship-wide gunnery officer who's task is just to maintain the guns and keep the firing crews trained, giving less bonuses to all the guns on your ship than say 3 gunnery officers for each gun-deck of the HMS Victory who would actively be running fire control for each deck. Edit: one more thing he would do is tell you how close your ranging shots are to the enemy ship rather than you having to fire and get a spyglass on the ship (a feat impossible/very very difficult in real life if you are controlling the gunner's aim first) naturally as the officer got better by way of experience he would be able to tell you how far you missed by, by saying "Your shot missed her" at the beginning to "You hit just short/long of her cap'n" to giving more accurate descriptions of how much you missed by such as "You only missed by a few yards short cap'n" as well as letting you know how well you are damaging the ship from telling you whether you scored a hit to whether the shot hit her sails (though ball going through sails would not count as a hit when he feeds back to you), her mast or her hull (higher levels would be able to tell you if you hit her on the waterline and higher levels yet would tell you if you have created a leak) essentially a high level gunnery officer takes you away from mundane tasks and allows you to focus on things like manual sails. Boarding commander - takes care of boarding tasks, gives a modest increase in turn rate and fire rate prior to boarding(once again increasing with experience or rarity) during boarding he gives a recharge rate bonus as well as a morale and damage bonus. If there are any roles I've missed, let me know and let me know how you feel about things. Main questions would be: - Should officers be bought from the store as an item or hired from the tavern (Yes I got most of those roles from Age of Pirates 3 City of Lost Ships; a great game with mods, though it is somewhat buggy). - Should officers require pay to function (a good bosun would lower their wages by keeping them and the crew happy)? - Leading on from this, if officers have an XP based levelling function should they level automatically (thus requiring you to pay them more) or should you need to promote them. However officers that have gone a long time with max XP and no promotion may get a little annoyed and demand you promote them or you part ways next time you make port. - Should officers die upon sinking? Or should those that make it to a boat in time (wounded officers are slower) so having "fill boat" and a countdown running until all officers are on board (at risk of your ship sinking and you losing all your officers if it's taking on water fast) then a command to "Scuttle ship and escape" Any and all feedback is much appreciated, even if it's a link from a devblog going deep into officer mechanics and you calling me a fool for not finding it (I used both the forum search and Google, neither turned up anything like this so I'm sorry if I'm making you read the same stuff twice) anyway, that's all I've got to say for now until I retreat to the batcove and think of moar stuffs.