Jump to content
Game-Labs Forum
fransgelden

Fleet perks need to be removed. Its redundant

Recommended Posts

The fleet perks to be able to hold more ships in your fleet is redundant. Most players will have at least 1 fleet perk and it taking up perk slots.

I suggest the complete removal of fleet perks and you have the ability to hold the number of ships in your fleet, depending on the rank you are.

Or give 1 fleet slot for free and give the player the ability to decide if they want to have 1 extra fleet perk or not.

Share this post


Link to post
Share on other sites

Desagree, this perk make every captain must make some choice and face consequences. Personnaly i don't give a shit about caping ships, I'm here for sink ships, i let it to some clan mates, and i can use 1 slot for something else than fleet... Choice make a gameplay more interresting i think.

  • Like 3

Share this post


Link to post
Share on other sites

It should work different:

The perk should only be needed to take a ship to fleet when leaving the harbour, but if you take ship as a prize in PvP you should be able to take one ship with you.

I think its initially meant as a trader perk (be your own escort) but atm its a perk needed for capturing and misses its original design.

  • Like 4

Share this post


Link to post
Share on other sites

I think its great the way it is, needs no alteration at all. In fact if you want to cap ships whats wrong with a 1 point slot so you can cap.

Share this post


Link to post
Share on other sites

If you want a bunch of ships to tow with you than your going to get hit on your combat perks, if you want to be every combat perk and not tow things than that is your choise.  You have to weigh in what is the best options for you play style.  You can't have it all.  

  • Like 1

Share this post


Link to post
Share on other sites

What about giving 1 free slot to be able to cap ships, as @Havelock suggested and if you want to add more fleet ships, you have to use perk slots to be able to have 2 or 3 fleet ships.

I don't have an alt like other people do and I only have that much at my disposal. Most people now have to use 1 perk slot to be able to cap ships and take them from PVP players.

Share this post


Link to post
Share on other sites

I think the Fleet 1 perk represents a proper and capable mini-crew to take over a prize. Meaning a extra ship master, navigator, etc.

Gameplay wise is quite balanced. It is a small option and costs 1 point, as much as prepared, double shot, etc.

Choices.

  • Like 5

Share this post


Link to post
Share on other sites
2 minutes ago, The Red Duke said:

I think the Fleet 1 perk represents a proper and capable mini-crew to take over a prize. Meaning a extra ship master, navigator, etc.

Gameplay wise is quite balanced. It is a small option and costs 1 point, as much as prepared, double shot, etc.

Choices.

But the upgrade should take the same slot but upgrade the skill and cost the points still imo, so i take 1 slot for fleet perk but i can spend points to upgrade i to 2 ships or 3.

Share this post


Link to post
Share on other sites
1 minute ago, ironhammer500 said:

But the upgrade should take the same slot but upgrade the skill and cost the points still imo, so i take 1 slot for fleet perk but i can spend points to upgrade i to 2 ships or 3.

It would be just a visual thing - less boxes.

Your maximum points for perks is 10.

Sure thing :)

 

Share this post


Link to post
Share on other sites

How does capturing player ships actually work now, can you teleport the ship to an outpost of your choice (with all its cargo) or do you have to sail it home with you to be able to take it?

PS. I'm asking because I'm wondering whether you need fleet perk 1 in order to capture ships at all.

Edited by Niels Terkildsen

Share this post


Link to post
Share on other sites
4 minutes ago, The Red Duke said:

It would be just a visual thing - less boxes.

Your maximum points for perks is 10.

Sure thing :)

 

Yea but i used up my 5 slots but not spent all 5 perks.

  • Like 1

Share this post


Link to post
Share on other sites

I get it. My opinion in this suggestion is - choices matter.

Example - I do not use fleet 1. I need the slot for other more important perks.

 

Share this post


Link to post
Share on other sites
24 minutes ago, The Red Duke said:

I think the Fleet 1 perk represents a proper and capable mini-crew to take over a prize. Meaning a extra ship master, navigator, etc.

Not really. You just send a mid and a master's mate, maybe a junior lieutenant - people you have already. Even a small navy ship could crew two or three merchant prizes without much difficulty. I'd prefer to see Fleet 1 as an automatic perk but happy enough that it isn't.

More of a problem with these single-point perks is the limit of 5 slots. Fleet 1, Prepared and Double Shot really restricts what I can spend the other 7 points on - a particular problem since I haven't redeemed combat XP so (I think) I only get perks open up one slot at a time.

Share this post


Link to post
Share on other sites

Yeah, all depends on playstyle. Control and Prepared are a must for me. Double shot / charge is always a decision making so I don't usually spend them in a hurry. Rigging of course, life saver on the more lightweight ships. And staysails or studding depending on the ship used.

:) of course i'd love to have more slots and still put fleet 1 in but then I'd have to make no decisions at all, I could fit all no problem.

Share this post


Link to post
Share on other sites
31 minutes ago, Niels Terkildsen said:

How does capturing player ships actually work now, can you teleport the ship to an outpost of your choice (with all its cargo) or do you have to sail it home with you to be able to take it?

PS. I'm asking because I'm wondering whether you need fleet perk 1 in order to capture ships at all.

You cannot teleport captured ships to outposts anymore, therefore you have to take the captured ship as fleet and sail it home. So you will need atleast the first fleet perk to capture ships.

  • Like 1

Share this post


Link to post
Share on other sites
3 hours ago, fransgelden said:

The fleet perks to be able to hold more ships in your fleet is redundant. Most players will have at least 1 fleet perk and it taking up perk slots.

I suggest the complete removal of fleet perks and you have the ability to hold the number of ships in your fleet, depending on the rank you are.

Or give 1 fleet slot for free and give the player the ability to decide if they want to have 1 extra fleet perk or not.

It is very well-balanced as is.  Most, but not all, players will have 1 fleet perk because it is a real choice.  Some players will find a better use of that point for their play style or dominant activity.

  • Like 1

Share this post


Link to post
Share on other sites

Everyone should be able to take prizes without the perk.

Idea: Everyone can have a fleet ship for free, but limited to minimum crew. The perk is required to crew a fleet ship at 100%, and costs 3 points, not 1.

 

The idea of needing some specialized skill to take a prize or move a ship from port to port is really silly and illogical. On the other hand, armed fleet ships have such a negative impact on OW gameplay, that the cost should be even greater.

  • Like 3

Share this post


Link to post
Share on other sites
6 minutes ago, Hodo said:

People you are bitching about 1 perk point.  ONE... really most of you have a free perk point or a slot you dont use.  Now it is actually a choice, you can choose to take it and be better at a set task, OR not to take it and be better at another task.

1 perk point is way too cheap for being able to guard your trade ship with an AI Constitution.

But it is stupid to require any price at all for moving a cutter from A to B. I didn't have to attend a 40-hour class and pay tuition to learn how to tie my shoes. 

Share this post


Link to post
Share on other sites

I like to reiterate my statement about the fleet perks.

The reason why I'm complaining is, most captains and everyone in my clan (we are about 12), have 1 fleet perk to have the ability to capture PVP ships we chasing. This forces us to loose 1 slot for perks and I could have used that 1 slot for Overseer to generate some extra labour hours for crafting.

I know we are now given a choice, but it is not really a choice if everyone has to take it to have the ability to capture ships. Traders will have a choice to include 2 or 3 ships to their fleet and they made that strategic decision due to their occupation. We didn't, we are forced to be able to capture ships.

Share this post


Link to post
Share on other sites

{Fleet lovers must suffer...}

Did that come out loud, just then?

  • Like 4

Share this post


Link to post
Share on other sites

You can leave port in a surprise with 240 crew..fight another player in a surprise kill all his crew he kills some of yours..and then as if by magic you got to manage crew and can fully crew both ships! How did those men get there !

  • Like 2

Share this post


Link to post
Share on other sites
6 hours ago, PG Monkey said:

You can leave port in a surprise with 240 crew..fight another player in a surprise kill all his crew he kills some of yours..and then as if by magic you got to manage crew and can fully crew both ships! How did those men get there !

They were all hidden in the cableroom. :D

Maybe it's time to consider to hide free crew when in OW crew management and to make them only available in the ports crew management.

Edited by z4ys
  • Like 3

Share this post


Link to post
Share on other sites
19 hours ago, maturin said:

Everyone should be able to take prizes without the perk.

Idea: Everyone can have a fleet ship for free, but limited to minimum crew. The perk is required to crew a fleet ship at 100%, and costs 3 points, not 1.

 

The idea of needing some specialized skill to take a prize or move a ship from port to port is really silly and illogical. On the other hand, armed fleet ships have such a negative impact on OW gameplay, that the cost should be even greater.

I could tolerate this. That under-manned AI would have to have some severe handicaps reflected in battle, though. Basically you could tell it to try to run away if you are attacked but that's it.

 

Edited by ajffighter86

Share this post


Link to post
Share on other sites

Just one question: Why extra ships in fleet should have an impact on your own capacities for fighting ?

Limiting fleets: YES, but actual system is not very fair IMHO, an able captain is still an able captain even if he has escort ships.

Share this post


Link to post
Share on other sites
2 hours ago, ajffighter86 said:

I could tolerate this. That under-manned AI would have to have some severe handicaps reflected in battle, though. Basically you could tell it to try to run away if you are attacked but that's it.

 

Minimum crew is a severe handicap. They set sail and reload at a glacial pace, and are easy pickings for boarders.

  • Like 1

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...