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Little things you'd like to see


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Maybe we could have escort missions?

Admiralty pays you salary from protecting traders.

Trader players initiate these missions, and other players enlist.  Some kind of fleet builder it would be.  Escorts would be getting paid, so would not be just waste of time for them.

Could be some kind of partial fix to revenge gank issue as well.

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Would it be outside of possibility to include some actual navigation?  Before there was nothing to use but landmarks, then there were GPS coordinates (many did not like this), so we went back to nothing but included a protractor...which basically only works if you're travelling in a straight line with no turns.  Can we have some way to measure distance between grids - or just make it well known - and then a way to calculate distance traveled?  This would allow us to make more complex route plans and would really open up the middle of the ocean.  

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On 1/1/2017 at 9:14 PM, SirSamuelHood said:

 

Actually, Marines on Royal Navy ships were often used as manual labour to set and strike the sails of the mizzenmast, as well as operate the halliards and other bits of rigging component to said mast and its sails (mainly because it was the most simple mast to operate, and the officers could trust even Marines not to balls that up). While it wouldn't be accurate to let them near the cannons, it's perfectly fit to expect them to haul ropes and set sails. 

Sorry old post but deserves a reply.

Marines are used as manual labor in game.  When you are sailing in the open world marines are not counted against you for crew.  BUT once your ship beats to quarters and goes to combat stations marines have postings that do not allow them to be extra sailors.  

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1. When the Trader Tool shows an item "available" in a port, I would like that item to be there if I arrive within a set period of time. I don't know how many hours I have spent sailing to a port only to find the item is not available even though the TT indicates availability in that port. If there are not enough players in PvE to generate a decent economy then I would like to see to AI maintain a minimum level in the "available" ports unless player activity for that item exceeds the minimum.

2. As I currently understand the ship perks in the port screen, the selected perks seem to apply to all player ships in that port. It costs 50 combat marks to reset the perks. I would like to see no cost for ship perks. 50 is a steep cost and discourages modifying perks to tailor a ship to a specific task. I would like to be able to have one set of perks for Mission Combat, another set of perks for traders, and another set for OW capping traders. If you make a mistake or change your mission for a ship or ships, it currently takes too long to reset.

3. I would like to see most  AI traders unarmed. In the era we are sailing, I doubt that most traders were armed due to cannon weight reducing cargo capacity and most crews were not trained for combat. An occasional armed trader could provide an element of surprise in an attack, especially when sailing in pirate infested waters. Again I am referring to PvE, PvP can get shot at all they want. 

Edited by 38gbear61
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- I already read it somewhere but please insert a dot (.) or colon (,) in the numbers for each thousand. 34,669,923 is better to read than 34669923 (which I would be happy to read some day...)

- I'd be happy to see any kind of communication via flag signals during a battle, like it was in those days, instead of chat. Would be hard of course, but maybe you could enter the message in some kind of chat window and then the flags would be raised on one side of the shrouds with the words being shown beside the flag as translation (alike player's names shown during the battle).

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On 6/26/2017 at 0:01 AM, 38gbear61 said:

1. When the Trader Tool shows an item "available" in a port, I would like that item to be there if I arrive within a set period of time. I don't know how many hours I have spent sailing to a port only to find the item is not available even though the TT indicates availability in that port. If there are not enough players in PvE to generate a decent economy then I would like to see to AI maintain a minimum level in the "available" ports unless player activity for that item exceeds the minimum.

Agree! At least, Trader Tool should be updated several times a day to reflect the true current "available" situation. 

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11 hours ago, Pad Seayew said:

Is not the garden shed historical? 

My understanding is that it was used when the ships was anchored at port (mothballed), but that it was removed when the ship was actually in operational order.

Edited by Serk
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On 6/14/2017 at 9:22 AM, Grunhilde Serenity said:

I'd also like to see crafters being able to name the ships they build for a little personalisation. Such that it shows up on OW something like "Captain Senpai sailing Frigate HMS Tsundere" or some such.

I love this idea!  As a crafter, I would love to be able to name the ships I give my clanmates and torture them endlessly with 8 year-old immature jokes. :3

Not being sarcastic.

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I would like to be able to do a ship refit by changing the ship planking without building a new ship. Certainly it was a common practice to renew and /or replace the ship planking during refits or repair.

There are now 7 wood planking types plus Crew Space. Example: if you built an Oak Frame ship with Oak Planking and decided you needed more speed or structure, etc., you could replank the ship with another wood type.

This should probably require a Shipyard Level 2. You would loose the cost and labor of the original planking (or could recover a percentage of the cost) and then spend the cost and labor for the new planking. This way you would keep the original wood framing, have a new planking type, and not have to build a whole new ship.

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Proposal

 

This is only a proposal.

I know that there will be haters and supporters to this – let the chips fall where they may.

 

I propose to change the pirate in a fundamental way to make them a more historically correct force and to offer a completely different game play option to Naval Action than the other nations. Making the Pirates uniquely different.

 

To do this these are the following proposed changes;

 

  • Historically Pirates were the only faction that would attack traders even the major nations did not treat traders as military targets. I propose that the pirates are the only faction that can attack traders both AI and Player traders.

     

  • Pirates can cap the trader ships (including AI) and flag it to their cause, sell it or break it down to supplement their crafting of new ships. (teak possibly needed on the materials a broken down ship supply)

 

  • They can while wearing the black never sail more than a fourth rate.

 

  • They can hold a letter of marque off any of the other nations and once they have this they can participate in the line-ship port battles and all game play that the other nations have.

 

  • They can raid any shallow water port (not capital and do not capture a region by doing this) and turn this into a forward operating base (FOB) at any time with no notification to the targeted nation until the next down time – at which time this port will be clearly marked on the world map as pirate controlled. This town will be marked in open world as captains sail to it as contested prior to downtime (so traders and other players have to pay attention). This port will then follow normal port battle proceedings, the pirate nation may possibly hold a limited number of these FOB's (number could be determined by community). But supporting a large number of these may be a logistical challenge for the pirate community so maybe a number is not needed therefore making every shallow water port susceptible (this would be more historically correct). This way they can affect all nations equally.

 

  • Pirates like the rest cannot have outposts in free ports,

 

  • This proposal may change the loot requirements off traders so that the pirates can sustain a ship building and trading market to make gold.

 

  • With a letter of marque a pirate can play as that nation. He cannot attack same nation traders but can attack any other nations traders.

     

  • In open world a Pirate under letter of marque is only designated by the word privateer in his title (like a contraband title).

 

  • This means pirates can have arrangements with nations to cripple production of other nations with with a mercenary flavour. (they may even find a way to play both sides for a profit – Pirates remember)

 

  • Attacking a trader does not drag in same nation ships, or opposing nation ships. Though when a trader battle forms either nation can join the battle as per normal, this can remain the same even if the pirate is wearing black or the colours he has under with a letter of marque.

 

  • Pirates can attack any war ships and normal BR counts take affect, even when under a letter of marque.(though not the same nation when under letter of marque).

 

  • All shallow water ship blueprints are available to the pirate nation, marks system to remain the same.

 

  • The pirates can establish outposts in any pirate controlled port (after downtime for any port captured by a raid.)

 

  • They cannot farm but can have workshops and shipyards. (same mechanics and pricing as current game play), their supplies being determined buy raiding traders. (as mentioned earlier this may mean the loot of traders has to be tweaked). They can sell any of the loot at any port either with a smugglers tag while wearing the black or under a letter of marque as per normal trader function currently in game.

 

  • Trader loot tweak to include modules to do with speed and sails modifications to be a random drop on AI and a possibility to drop if a player has them installed (low chance). Loot to include same current chances to books and ship knowledges off AI.

 

  • Rank progression for pirates – they can still mission up to fourth rates as per current game play to gain experience (XP). After this they have a choice the faster option being under a letter of marque to then mission as per a other nations or slower option while wearing the black by continuing with missions at fourth rate being the highest available, this caters to those pirates that never want to wear the colours of another nation under marque. All other streams of XP gain to remain available to those wearing black. Raids can then also offer an XP increase for these players as well.

     

While I may not have covered all the challenges that this game offers and if there are further additions let the community decide, this is meant as an opportunity to make a completely different gaming style for those wearing black.

 

I believe with these changes it will offer an alternative and a more historical and challenging role to the Pirate style and how they can control the game balances.

 

While the Pirates will never own great tracts of ports, this will offer more than enough challenge and chance to influence the game through an alternative game play option to the other nations.

 

This is only an idea and may have merit or it may not as said before let the chips fall where they may.

 

 

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I would like to see a difference between combat and merchant experience points. I have a rank of Master and Commander, but the majority of my experience is sailing traders and crafting in PvE. I would estimate 75% of my EP is non-combat. And it really shows up when I attempt Missions or OW Trader Attacks. My combat experience is probably somewhere around Junior Lt. With 2 rankings - one for merchants and one for combat, the ship you are sailing would better reflect you abilities.

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Teleport Away from Freeport.

Waypoint navigation for those endless sails wasting hours. 5 x speed once a day. this will kill the game for newer users without the ability.

Rewards for Crafting materials return.

Show Kidds Harbour on map for those with outpost there. (Not Me).

Info on Interface, Raids, Pirate Factions (if Any) and boarding progress. Even a few words would be nice

 

 

 

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