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Found 20 results

  1. Lets have a look at some of games detection parameters. E.g. Tower Spotting, 17.6km... Heldibrand spots ?? at 17.6km. Using Gen I radar spotting bonus. Visibility Range, 14.6km... ?? spots Heldibrand at 14.6km. Surface Visibility, 7.7km... With radar removed, tower spotting (7.0km) is now less than the surface visibility (7.7km), so Heldibrand will use surface visibility to spot ?? at 7.7km. So 3 mechanics, 2 to spot the enemy, Tower Spotting & Surface Visibility (whichever is greater), and 1 to be s
  2. Thanks to the Equipment Mod, I had acces to this readout of the naval gun stats and I have a couple of questions about some of them: "ID": "4 pdr Woolwich Gun", "crew": 2.0, "groundBatterySize": 3.0, "horizontalTurnMax": 25.0, "navalBatterySize": 1.0, "reloadTime": 80.0, "threat": 235.0, "type": "Cannon", "verticalTurnMax": 10.0, "verticalTurnMin": -5.0, "weight": 2.0, "goldPrice": 60, "Ballistics": { "verticalSpread": 0.7, "radius": 0.04, "mass": 3.5, "horizontalSpread": 2.6,
  3. 1. Make the Belt and Deck armor be the armor protecting the middle of the ship, and make the Extended Belt and Extended Deck armor be the armor protecting the ends of the ship 1a. On ships with a Citadel, add armored bulkheads as thick as the Belt 1b. Make is so that if the ends of the ship are flooding, the middle can’t flood unless the armored bulkheads have been penetrated, or have been partially penetrated multiple times. 1c. Make the Citadel long enough, on ships with no Extended armor, that if it is the only part of the ship that hasn’t been flooded the ship will still f
  4. Suggestion: Implementation of Open World instances ( dynamic spawn ) that do not, necessarily, contain combat. They should simply spawn "randomly" everywhere, even in the middle of nowhere in some cases. Like 1 spawn for every 3 counties area. Limited to 7th and 6th rates - basic cutter excluded. They should be closed once started. No interference. They should not be repeatable, once used they disappear. Time limit of instance - very small. From 15 minutes to 30 minutes maximum. Mechanics: Player has to navigate, use wind properly, net get caught in lee
  5. After being in battle against a national (both in pirate frigates) I thought how pirate mechanics are supposed to offer a different gameplay - but a pirate only ship (pirate frig), through game mechanics can be sold for gold or w/e, which means the chance (certainty) that a national will be purchasing one. I suggest : When you are pirate - the armaments on your ship changes to the upgraded fit when you dock, unless it is already pirate statistics. Such as the pirate frigate vs the frigate. Same ship - different cannon fit, sail/speed bonus or whatever (the bonus/statistic change is no
  6. In reality any Captain would have in his crew many men and boys whose job it would be to "Lookout" for other ships. This game models having crew load the guns and turn the yards so why not lookouts in the OW (and perhaps in battle)? It would be pretty clear if the Dev's put in a mechanism to show graphically when enemy and friendly ships came into a certain range (say 8 nautical miles) - like this: Current sailing gizmo : Two Enemy ships show up: Then three Friendlies show: This would save the Captain from always having to do the crews work
  7. Seen a few of these posts but thought I might as well have a go The aim of these ideas is to make the pirates a unique 'hardcore' pvp faction with interesting mechanics but also limited economic and military strength compared to the nations. These should also keep a nice balance of power between the industrial and pvp players in the nations. Pirates Economy One economy building per player 25% tax for all trades between pirates and other nations, including player to AI and player to player (bribes, mistrust etc) Production/ships
  8. Hi all. Here is my idea. Im a clan lead and i would like to separate warehouse acces permission, to the "officer" permission. Let me explain that. ( If I get there ) I've a lot of officers, but some guys just for warehouse acces (not for manage clan) I'd like to have: a craft team (with warehouse acces), and real clan officers. If possible to have: a Clan Lead (with all permission) a lot of officers (with a few permission to manage clan) and a third grade juste for warehouse acces. sorry guys for my badly engl
  9. I wanted to start a thread for those of us trying to understand the new game mechanics. To get the ball rolling, I am wondering how we take cover behind stone walls or other embattlements. I have seen the AI do it, and my men have sometimes started in that position, but I have no idea how to order them to do so. Does anyone have any suggestions or other new mechanics they are struggling with.
  10. I am not one to argue for the nerfing of pirates, nor to demand that they are made “no longer a nation”. I don’t argue against either of these positions either. I don’t have an opinion either way, and I’m not particularly invested in the outcome. I am sure that whatever the developers come up with for the pirates, with input and correctives from the testing community, will eventually serve its purpose. However, I have been contemplating a lot on the implementation and the implications of the regional conquest system, and I got to thinking about how the pirate faction will fit into this, bo
  11. As we all know port battle timers are a pain. Either you have to be awake at some godawful hour or you cant get the support for it during your primetime. BUT, What if you could in a sense have your cake and eat it too. My proposal is a simple one. Keep the port timers. And in addition to them make it so you can buy the flag at anytime but at the expense of 5-10x the base cost of the flag. So it is possible to get that port you wanted, but at a cost. The one thing the devs arent looking at really is the mechanic of our own economics. Do some ppl have the ability to throw down up
  12. 1. To encourage international trade (and avoid nations being eliminated due to loss of resources) I suggest that traders be allowed to change flags (and displayed names?) when travelling such that international trade can take place with traders able to visit any port where they fly the same flag. 1a. Perhaps some limitation on contracts placed (max value or weight?) in a foreign port could be introduced for 'alternate flag' traders. 1b. To make trading hazardous perhaps the papers of the vessel may be checked by certain classes of war vessel (privateer or warships carrying marines but they
  13. Can someone explain to me how these mechanics work? To my understanding it simply means that no one can join a battle after the initial tag that would imbalance the BR by a factor of more than 1.5x. And yet, a few minutes ago I was tagged by a belle poule in my surprise, and after the battle started (30 seconds in), a frigate joined the belle's side. If my understanding of the mechanics applied, this should have been impossible, because: Surprise - 140 BR Belle Poule - 180 BR Frigate - 170 BR 140 BR x 1.5 = 210 180+170=350 350>210 Therefore the frigate should be incapable o
  14. As the title says, while the shotlogger will you you your pens, non-pens, and misses it only shows the pens, non-pens of the enemy. Which makes it difficult to collect complete information for the purpose of proving points and making informed suggestions. (As I am now aware of this due to my attempts to more thoroughly study the new ai everyone is freaking out about)
  15. So today I was sailing my privateer around and got tagged/ganked by a group of 5: 2 connies, 1 trinc, 1 surprise, and 1 frigate I believe. I really don't mind bc I'm learning pvp & running but with that br they should not be able to tag such a small ship as the privateer. I'm curious as to how tagging actually works. Is there even a br percentage cap (i.e. In order to tag, the tag group br cannot be more than 120% greater) or such? If not, there should be to reduce ganking. If there is such a mechanic, it needs fixing.
  16. Hey all, Hear me out. I strongly believe that if XP was secondary to personal wealth as the main factor to overcome in this game, it would have a wildly positive impact on gameplay and improve/solve so many aspects which are currently an issue. A few examples if wealth was the limiting factor to better ships and equipment: 1. Boarding and capture would be much more appealing than simply damaging/sinking other ships. This is much more akin to actual practices in this time period, and is much more exciting in general than the same old "all fights end in total destruction" practice
  17. Hello everyone, After playing this game for ~2 weeks, I'd like to add some suggestions for gameplay: 1: Open world navigation: Add lighthouses and/or star navigation mechanic for night navigation Add a moveable compass, protractor, distance gauges, and "degrees" onto the compasses for improved navigation Add alert system for land masses, enemy players, etc so that I can be alerted during long voyages (because I sometimes watch youtube or study while doing these long voyages) add a spy glass to the open world Add a fast travel mechanic for outposts (this can be very abused, maybe a long co
  18. Make pirate towns... - uncapturable (like Free towns) - unable to be entered by any nation - few in number, but spread across the whole map (has to be done in locations that cannot be blocked easily by nationals all the time, or there has to be the option to sail under false flag and avoid a blockade this way.) Make pirates unable to capture towns. Make them able to enter Free towns however (for selling loot). Maybe pirates could enter national towns under false flag under some conditions. Nothing specific in my mind here yet.
  19. So while waiting for my team to destroy the last ship on the team, who had disconnected at the beginning of the game, I came up with an idea. I think it would be beneficial when it comes to people disconnecting, other than perhaps working on the netcode, if there was some sort of timer that begins as soon as someone disconnects. If that person isn't able to reconnect within, say 5 minutes, his or her ship would automatically sink. This would ultimately speed up matches, because we wouldn't have to wait for the remaining ships to go upwind across the entire map to go sink the ship that disconne
  20. Ahoy Matees! I want to mention a couple observations and suggestions on the sailing mechanics in regards to leeway and currents. LEEWAY I don't know if this has been covered yet and forgive me about lacking clarity in trying to convey but I haven't noticed any LEEWAY (the sideways drift of a ship to leeward of the desired course). When on a beam reach (the wind is coming from the side {65-125 degrees }), my ship should move slightly down wind or leeward. Leeway should increase the more lateral wind there is pushing your sails. Leeway also increases with heel. I know this is a very
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