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BrutishVulgarian

Little things you'd like to see

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2 hours ago, Legioneod said:

Diplomacy needs to be redone/re added. Whats the point of all these nations when it's just one big free for all anyways? Might as well just remove every nation and just leave the British and French.

 

You can either have a voting system where every player votes, r have a system that elects players for a short period of time to at as president (say an election each week).

We had this.  Everyone in the nation got a weekly vote as to who was an ally and who was an enemy.  It turned into a static situation within 3 weeks.  And it never changed.  

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1 hour ago, Vernon Merrill said:

We had this.  Everyone in the nation got a weekly vote as to who was an ally and who was an enemy.  It turned into a static situation within 3 weeks.  And it never changed.  

Well then have it to where alliances change every once in a while, it'd be much better than a free for all. If players decide to keep alliances then that's their choice. That's how alliances are supposed to work.

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7 hours ago, Legioneod said:

Whats the point of all these nations when it's just one big free for all anyways? Might as well just remove every nation and just leave the British and French.

That's the entire point.... Maybe part of the captains out there don't want a Reds vs Blues scenario but a lot of nations so wars can be conducted in various fronts and diplomacy is "sandbox" and conducted by the players/clans.

Even if the voting alliance mechanic looked okay, in the end it became a Blues vs Reds scenario which limited a lot of opportunities.

A semi curated system of "alternative history" could work IF the playerbase would be willing to accept the destructive fates of war and loss associated with it. And here lies the trick. Majority isn't.

 

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I really don't think players should easily be able to make clans at all, clans should be more like trading companies. The clans take all the focus from the nation to a specific group of players. If you play the game you know this. YOU WILL NEVER FORM A FLEET WITH PLAYERS FROM YOUR NATION, if you're not from their clan, which is freaking terrible.

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1 hour ago, Portuguese Privateer said:

I really don't think players should easily be able to make clans at all, clans should be more like trading companies. The clans take all the focus from the nation to a specific group of players. If you play the game you know this. YOU WILL NEVER FORM A FLEET WITH PLAYERS FROM YOUR NATION, if you're not from their clan, which is freaking terrible.

I could not possibly disagree more, I would give the clans more control particularly over ports that they captured

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That's insane, clans are the only thing that divides the whole nation into little bit of pieces and groups of players, instead of being a whole nation in the first place. The clan comes first, than the nation, that's just ridiculous.

 

It should be the other way around, dude. Nation first, than the clan.

And I'm not saying that I we should delete the clan system, no, just make it harder or more difficult to create, like make the price a little bit higher than right now, it's just too easy to create a clan and play separate from the nation itself, that divides the whole playerbase even more. The nations are already dividing our player base, clans do exactly the same INSIDE the nation where the player resides, think about it.

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1 hour ago, Portuguese Privateer said:

That's insane, clans are the only thing that divides the whole nation into little bit of pieces and groups of players, instead of being a whole nation in the first place. The clan comes first, than the nation, that's just ridiculous.

 

It should be the other way around, dude. Nation first, than the clan.

And I'm not saying that I we should delete the clan system, no, just make it harder or more difficult to create, like make the price a little bit higher than right now, it's just too easy to create a clan and play separate from the nation itself, that divides the whole playerbase even more. The nations are already dividing our player base, clans do exactly the same INSIDE the nation where the player resides, think about it.

We are going to have to agree to disagree then 😎

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@admin

Would be nice to get rid of redundant "OK" button clicks. Repairing Crew in port works as it should, you click "APPLY" and no second window pops up to click "OK". However, when Repairing Ship after clicking "APPLY" it does so and then requires you to click "OK" for no reason. Same thing happens when Buying and Selling Resources. There is no reason for the "OK" click.

Edited by van der Decken
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I would like to see a warning for a blueprint buy you already have.  I realize that you may craft a blueprint for a clan mate and that is great.  However, when I hover over a book it tells me I already have learned that before I buy.  Now that owned blueprints are stored in two places Academy for some and Workshop for others it might be difficult or confusing on where to click to craft.  You may look and think you don't have it in the wrong place.  You then spend 500 doubloons for a duplicate you cant sell back for doubloons.   

So if you hover over a blueprint and you have it is says in green like knowledge books you already have this book.  Then you can buy it if you want for another and be reminded not to buy it if you have it but cant find where it is used.  It looks like you make it cause it shows you the formula but you get another blueprint that you have instead of the product

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Demurrage for fast shipping cargo.   There should be missions where cities buy products with a Demurrage.  That is a time based delivery.  You take the mission it puts the cargo in your hold and you have to deliver it in a certain time to the port requesting to get a bonus.  If you dont make the the demurrage there can be penalties or just the regular delivery rate.

Make shipping more like shipping where the transporter does not own the cargo.

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Insurance purchased on transported cargo.  If you get caught you get certain amount back like crafted ships.  This should cost something. Price of insurance can be set up as to investment level to type of port if complications are added it makes it more interesting.   

Maybe even players offer insurance and they pocket the fee if the cargo makes it safely and lose the Insurance if it is intercepted.  This could have a problem of Alts paying so they can intercept but they do not necessarily know the route or time of transport.  So the risk that it is intercepted by another is still on the Alt.  Sort of an insurance game (Lloyds of London style) within this game

 

Formula: Lloyds of Naval Action

  1. Player (1)Buys insurance for your cargo at 30% of cost
  2. Player(2) puts 100% of cargo cost to provide insurance or has a pool that covers the cost.
  3. 30% fee placed in insurer player (2) pool. 
  4. Player sells cargo for 2.44 profit releases insurance to sell
  5. If cargo is lost player gets the insured amount (note he is out the 30% fee no matter what happens)
  6. Risk based on distance cargo, player reputation, try to avoid destination exploit information but since the insurer and insuree have risk this should not be an issue.  Time of sailing may be communicated possibly or hidden.
Edited by angriff
added formula

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Give the >>3rd Rate<< some love and a real name pleeeease. Name her e.g. >>Kent<<>>Superb<<, >>Dragon<<, >>Defence<< or whatever. She has a role in game nowadays and really deserves a name.

#3rdratelove

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48 minutes ago, Sea Archer said:

If balls do not penetrate the armour, but are not deflected by the angle, I would like to see at least a few of them sticking in the ship's side. 

Can some of the crew be smoking a pipe too? :) 

Buster 

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Having the translation of military voice effects linked to the Nation you chose to play, not to the langage of your UI.

for example, a German playing GB would have a German UI but British voices on his British ships.

Seeing Italian translation, I wonder...

However, crews were multinational.

Edited by LeBoiteux
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