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Little things you'd like to see


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I would like to have player's individual maps, where only the area is shown, where players have been.  If you leave the coordinates on the maps, player's can exchange the position of ports on the map (if those will not be distributed in this forum) and have an idea where to go. This would give exploring another dimension.

 

And when the map is changed to an 18th century design (paper background, looks like painted), it would be perfect.

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Using current wreck scenario, I would like to see “Ghost” ships, like The Flying Dutchman or abandon ships like Mary Celeste. Could be in all parts of sea, but mostly in large open areas. They should not be too prevalent, but findable.

 

Abandon drifting ships, would be drifting hulks, much like current wrecks, only available for anyone, not from a bottle. Ghost ships should look like ghost ships, wire frame maybe, white or grey, they would be at full sail and have to be chased down and boarded.

 

Ghost ships should only appear for 15-20 minutes, and then disappear for a while. “Reports of sightings” would be posted or available with Co-Ord info of sightings, some false, some valid. Ships should have really good rewards, but hard to find.

 

If possible battle scenarios might occur, where single or groups’ missions vie to capture and board these ships before other side does it first.


I would like to see a button that would post a players ship Co-ords to chat. 

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I'd like to see an weather vane in the in-port view so captains can tell whether it's worth going to the harbor before taking the time to transition from harbor view to open world. I'd love to be able to tell that the wind would be dead ahead so I'd know to find something else more productive to do for a while.

Modo

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I often buy resources or food stuffs in a port where i have no outpost. Then I forget to move the stuff i bought to my ship's hold. When I try to leave town a very timely message tells me I screwed up and didn't put my new cargo in the ships hold.

 

However it would be great if when this happens it was possible to go directly to the equipment screen instead of having to click CANCEL, then click EQUIPMENT.

 

Not a huge thing, but it would make the in-port UI nicer.

 

Modo

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Now that the size of the cargo holds in the various ships has been adjusted, the amount of stuff a trader can carry is a lot smaller than it used to be.

 

While this is a pita so be it.

 

However, why can't I make use of hold space in my fleet ships? For example if I have 2 le grosse ventres and a tricomalee to protect them, it would seem reasonable to make use of all the hold space in my fleet to carry trade goods.

 

Modo

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I try to always carry a large selection of repair kits and med kits when I'm sailing anywhere I expect a battle.

 

Once the battle is over, I like to hang out in the battle resolution screen using repair kits and med kits to bring my ship back up to good operating and fully crewed condition.

 

However, if the ship suffered heavy damage that can require a LOT of right-click, USE, select ship, to get the ship repaired. To get crew, there can be a LOT of right-click and USE but it can be difficult to remember how many small med kits to go through to bring the ship back to full crew.

 

It would be helpful if there were buttons:

 

fully repair ship using on-hand repair kits - which would use the repair kits on hand in the hold to get the ship repaired

fully heal crew using on-hand med kits - which would use the med kits on hand in the hold to heal up the ship's crew using small, medium, or large med-kits, as available to accomplish this.

 

If there aren't enough repair or med kits on hand, then these buttons would do what was possible with the kits that were on hand.

 

Also, when and auto-heal is used, perhaps take the captain into the crew assignment screen?

 

Modo

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Is there any chance that the buildings in the various towns/areas would be customized to look like the buildings in that area would have instead of taking a one size fits all approach? What appears to be adobe buildings in Charleston seems inappropriate.

 

Modo

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Traders should not have fleets, or maybe Indiaman could be the only one that could have, from the current traders.

 

Traders with fleets are breaking the piracy/OW PvP scenario..

 

1. Traders run goods

2. Pirates try to capture the trader

3. Escorts try to defend the trader

 

 

For me this scenario was a very cool part of the game.  Now it is gone :(

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ability to manualy enter the amount of goods we want to buy or sell in port. When there is a large amount of goods in port it's almost impossible to set the slider to the exact low amount one needs to buy/sell.

Click on the slider, then use your Left and Right arrow keys. But yes, I agree about also being able to enter a number.
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I believe better descriptions are needed in game, and in patch notes. I see a lot of players asking what a ship upgrade actually does, or how the latest change actully effects the game and i confess the descriptions sometimes confuse me as well. I think this may cause some players to leave the game, since some just don't want to take the time to puzzle things out. As for the patch notes, I've read many posts asking pretty much the same thing, what are these special events??? As a crafter, I am interested in obtaining these BPs, and I am concerned. Will these events be at specific dates/times, will i miis a chance for them because i have to work at that time? Or like the epic events scattered around the seas? A new type of mission?  I work a lot of hours each week, so the amount of time i can play varies, and is sometimes limited by real life obligations. Better descriptions would, for many of us i believe, make the game more enjoyable. 

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How about captains we could hire for fleet ships? Perhaps they could require experience in order to level up, or get perks which would make them better? Or, the ability to hire more officers, and assign them to the fleet ships instead of captains, while keeping any perks given them? In any navy that i am aware of, higher ranking captains have several lower ranked officers serve under them, and allowing players to mix perks could make battles more interesting/challenging.

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This might be too complex to be realised, but it could make the OPEN WORLD more interesting:

 

You can find a raft with castaways on the open sea.

Now it's your decicison: take them up, or sail on.

 

If you take them on board, the following could happen:

 

Either - you find good men like craftsmen, or an Officer, which you can add to your upgrades or crew -

 

Or - you rescued pirates, who now try to take over the ship! A fight will begin.

You might collect XP points and even other bonus goods - or loose your ship!

 

post-23287-0-40787200-1471775162_thumb.jpg

 

 

 

 

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This might be too complex to be realised, but it could make the OPEN WORLD more interesting:

 

You can find a raft with castaways on the open sea.

Now it's your decicison: take them up, or sail on.

 

If you take them on board, the following could happen:

 

Either - you find good men like craftsmen, or an Officer, which you can add to your upgrades or crew -

 

Or - you rescued pirates, who now try to take over the ship! A fight will begin.

You might collect XP points and even other bonus goods - or loose your ship!

 

attachicon.gifSchiffbruechige.jpg

 

 

There's a thread somewhere here on the forum (or maybe more than one, but at least one good one) that discusses new mission ideas.  You might consider adding your ideas to that thread.

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 I suggest that when a smuggler has a fleet ship in tow and visits an outpost, the fleet ship should remain as fleet until otherwise instructed. This would require an active fleet "window"" for use at an outpost. Currently I lose the fleet ship after docking and it becomes an independent item

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