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Showing results for tags 'repair'.
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Sail repair bug/ sails fail to repair.
Banished Bezerk posted a topic in SupportHello. Last night I was in Battle With a few pirates. I feelt I had the upperhand. Then a sail repair bug kicked in. yes I had over 100 Rigrepairs on my ship. I hit repair sail, and the sail made its flipp whatever that is. The cooldown was activated and crew went of to the repair. The usuall time they stay in repair also was ok. But my sail HP % never changed from 56%. I have seen this before 1 or 2 times, thinking I did somethin wrong. What would that be? I lost the Battle to two fairly inexperiensed players, but unable to turn and move much in a Bucanture wich already dont are so good at it, I got sternwrecked and borded...
recover sunken ships
MasterBurte posted a topic in Current Feature Improvement SuggestionsHi captains, i just read the thread about multi durable ships. That brought me to the idea, that we could get the ability to recover ships that sunk or are still sinking. It is always frustrating if you lose a ship that costs a lot. It was frusttrating for me, regardless that i had only tier 6/7 ships so far. I loved my heavy rattlesnake... :-( If we slow down the sinking (what is realistic) we could recover a sinking ship, if we fix it to another ship or two. We could than tow it somewhere or fix some leaks and remove water. At shallow water we could even recover a completly sunken ship dependend on the depth it lays. Both variants should be very time consuming and have some risks like keel over the own ship and drouning crew.
MasterBurte posted a topic in Current Feature Improvement SuggestionsHi captains, me again with another suggestion. Currently the hull repairs are much more expensive than the really cheap (to cheap) repairs at the habours. For me the hull repairs are something you would need to make temporary combat damage repair (CDR). To balance the running costs of ships more to a steady cost instead to, if i have to use hull repairs i lose money, i would make both repair methods completly different. 1. Hull repairs get way cheaper. They no longer repair the ship with the same performance. Every damage you repair only gains 30% of its original strength back. You can repair leaks, masts, etc. If you for example repair your demasted ship, the mast only has 30% strength and can't use full sails on good wind conditions anymore, because of the stress. So you can make a ship sea worthy but not combat ready anymore. Therefore repairing to full hp during battle is no more. 2. Habour repairs are now essential. Therefore they become much more expensive. If your ship repaired with hull repairs, they won't be counted for the harbour repair (these patchworks have to get removed anyway). I would calculate cost as follows: cost for a new stripped ship = 100% -> for every 1% damage you need to get repaired you pay 1.1% (yes repairing is more expansive than new). This would still be viable except your ship is completly garbage (5% hull left...) 3. Repair your ship yourself at a shipyard. Dependend on what is damaged an how much the needed ressources and manhours are calculated. 4. Let an ally repair it for you. Same conditions as 3. except he wants to make profit.
ShiverMyTimber posted a topic in Current Feature Improvement SuggestionsWe all know that pirates hold ports but many a pirate ship (and some other nations, far from a safe port) would have their ship essentially beached on a shore where at low tide the ship's lower hull would be accessible for repair, naturally some shores were best suited to this and other shores were useless and you'd end up completely stuck, run aground if you tried to careen. So what I propose is that if you are far from a friendly port and need your ship fixed and just so happen to come across an island you can careen your ship and order your crew to gather the required materials needed for repair. Essentially making it a free repair. Naturally this could be exploited so only the smaller classes of ships (probably up to a frigate) could be careened and as well as that it will take time (depending on repairs needed) you would also have the option to send a scouting party out on the Island in case there are any natives who might see you as lunch if you set half your crew on repairs and attack your ship. Scouting should take approximately fifteen minutes and your scouting party can either return completely healthy, with casualties (from hostile animals or native inhabitants) or not return at all, a sure sign that they've died and you should probably make sail with haste. You could choose to repair your ship if your scouting party knows where the native encampment is, however there would still be a chance of them attacking, which would be a lot like boarding mechanics, as for hostile animals; having your scouting party collect the necessary materials nearest the shore under guard with fires lit to scare off the animals, though if your scouting party missed cannibal natives the smoke could draw them towards you. So a quick recap Careening is where you purposely beach the ship at low tide to exact repairs when there is no port or the nearest is far, far away. You would be able to careen on many of the islands with shores but no ports dotted around the map It would be a free (but time consuming, based on the damage and size of ship being careened) way to repair a ship at sea It is not without risk, the island may be inhabited with cannibals or dangerous animals, you would have the option to send out a scouting party, or just exact quick repairs and hope you don't come under attack losing many crew (and potentially having your ship set alight if you lose) in the process Repairs shouldn't be as good as a drydock. 85% hull maximum should be repaired and this would be with a skilled carpenter onboard.
Closing the repair menu
DickNixon posted a topic in Current Feature Improvement SuggestionsMaybe I am missing something here, but I cannot seem to close the repair menu (5) after opening it? Logically I keep trying to press 5 to close the menu after I have opened it, but cannot seem to do so. Instead I sometimes find myself accidentally repairing things when I am trying to switch to my gun ammo menu: 5 (open) -> 5 (close) -> 1 (gun) seems to be expressed as 5(open) -> 1 (repair) It could be user error. If not, I would suggest that 5 close the remain menu if it is active :-) Great patch yesterday btw. I am once again thrilled to be capturing prizes!
Current Repair system adjustment
Crankey posted a topic in Current Feature Improvement SuggestionsMy proposal is that the current options be modified to the following. (I should point out this is only to modify the current simple method we are using during testing, not as a final proposal for game release) All repairs take longer to complete. (Double the time) Repairs not used when the ship is in Survival mode produce only 50% effect Unrated: Yachts, Lynx's, Cutters, Privateers, Brigs, Navy Brig, Snow get 1 repair patch Frigates get 2 repair patches All Sols get 3 repair patches. Optional 1st Rates get 4 My concern is that ships are fully repairing from a shattered hull back to full health, or completely dismasted to all masts repaired, when really only emergency measures should be possible mid battle. What are your thoughts guys