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Found 12 results

  1. Dear Devs! We have 3 usables for our ships... missing the 4th one. U forgot The Sauerkraut! Famous Captain James Cook used it and brought his Expeditions to success. Instead of Rum SK should be in hold to recover from crew losses. The cabbage has to be farmed with a new building. In future Rum could be used to buff morale and influence some skills positive and some negative, such as the way the different alcoholic upgrades do it permanent. Rum or other alcs could do it with timer. Here u find the historic background: https://modernfarmer.com/2014/04/magical-s
  2. What is the problem we are trying to solve? The more ships we acquire the more tricky it is to keep track of fitting the correct load out of repairs. When we are switching between ships we lose track of which ships have repairs etc, and which do not. Moreover, when we have a lot of ships, a lot of our assets are tied up not being used. What might a solution look like An easy way to unload all repairs from a ship An easy way to fit out (load) a ship with a certain load-out setting How might it work Clear Load-out A option in docks or equip scree
  3. On the PVE server access to repairs and rum are really scares. Very few ports drop repairs and rum while guns are accessible in every port. This does not make much sense since guns is not something you need to supplement once your ship is outfitted. So if your are about to venture far away from your home port and consider taking som prizes or sink som NPCs on your journey, you will have to be sure to stock up with plenty of repairs and rum since you will not be able to buy them in any port on your way. Suggestion: Limit gun availability to the home port of your nation or a few ports
  4. Something must be done, I've been able to sell repairs at several free ports, hives of activity some might say, for rediculas over the top extortionate prices for weeks now. Personally I would just laugh off the "could someone give me some repairs in la tortue" with a : "there's loads on sale in the shop mate" with a little muhahahahahhahahahaahahh to myself. HOWEVER, I've had absolutely no dramas selling them for 4000, 5000, 6000 for hundreds at a time, Hell even 9000 in 100 batches Now this all gets completed within 2 days. So I'll say again you guys should
  5. Since a couple of days the "1" key apparently does not work anymore in battle. Outside battle mode the "1" key works just fine. Also different keyboards do not fix the issue. This means: I cannot switch load for the "1" broadside. For the rest of the guns I cannot switch back to balls (key "1") once I used other ammunition. In repair mode I cannot use hull repairs (key "1"). Obviously, this creates a massive handicap in battle. Has anybody experienced similar problems?
  6. The mistake many players seem to make when analyzing games like this is focusing on realism, rather than capturing the essence of realism, which I think this game does very well for the most part. The biggest issue I see in the game as far as combat goes is how much and how quickly players are able to rebuild their ships (often more than once) half way through a battle. I think its especially demoralizing for new players who see all the damage they do undone. Combat is centered around who can out repair the other. Instead of removing repairs, change the damage to a tier system, I.E. once your
  7. First of all 'Battle Instance' repairs should be limited, there are a lot comments on this issue, mostly because ships can repair all the time (every 10 minutes). I would propose a mechanic that would instantly remove the issue and add 'realistic' touch during battles: 1. Ship can repair all the time, either Rig or Hull (can't do both at a time) - Crew picks toolboxes instead of loading guns or tackling sails 2. Rig / Hull repairs are consumed every minute - As much crew repairs they consumes materials 3. Repair process requires crew (like now), but crew has higher chance of being h
  8. Idea: The Auxiliary LGV Support Ship(A-LGV) Not sure if this is of interest to you chaps or just a bad idea. Let me know what you think. The Problem… The general idea came from this week’s threads with concerns of REPAIRs in BATTLE and the unrealistic RUM replenishment system of CREW. I believe the general community thought is REPAIRs need restricting when in battle. Even @admin did a poll on the subject. So, I’d imagine the solution might come in the form of severely reducing the amount any one ship can carry to as low as 1 or 2 kits per ship. This solves the ludicrous re
  9. I have a question about repairs in battle. Maybe it is me (maybe I do not know how to do it) or it is a problem in game mechanics after the last patch. In battle, I used repairs. Good! But when I did my repairs I couldn't take off my crew from repairing. It is me not knowing how to do it or it is a problem in the games mechanics? Any answer would be appreciated, even if just pointing at my ignorance of the game
  10. I think that we should have a "long term repair" option that does not have a limit, but is very slow. The inspiration for this was a very frustrating Trafalgar battle in the surprise, I got heavily damaged, my sails pretty torn up and slowly taking on water. I managed to break from the action to recover, but realized I was out of repair kits. I had to spend the rest of the battle half full (and slowly filling) with water and on low sails, unable to catch up to the action and do anything. It just felt silly that I was out of the battle, not being fired at, but still could not repair my hull by
  11. So, 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
  12. What is the point of having a 850 man crew if they quit making repairs after three times? I think they should be able to continue to make repairs indefinitely - but at a limited pace say 1 repair every 4 or 5 min game time. I just had to sit in a totally de-masted Victory with zero repairs and 838 surviving crew for 20 minutes while a couple frigats finished us off from behind. At 60/1 compression 20 min would be TWENTY HOURS IRL It was unpleasant - IRL we would have done SOMETHING with those 20 hours! ------------ Couldn't we have a gain back of 1 repair ever 4 hours IRL -
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