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Cargo Hold Size


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The different hold sizes of the three principle traders, the trader brig, LGV and indiaman seem off somewhat. Their hold size doesn't reflect their size sufficiently I feel.

I propose the size be changed to reflect the actual size of the vessel.

Trader brig should be 2000

LGV should be about 3500

Indiaman should be 6500-8000

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Should be volumetric :) and with cargo hold arrangement, i feel.

So both weight and volume plays a part. i.e. bales of cotton; ingots of lead

No idea how the design has been thought to convert the cargo hold space cubic inches into cargo hold numerical for game; maybe it is even inflated if we look at some age of sail cargo manifests. (?)

 

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15 minutes ago, Hethwill the Red Duke said:

Should be volumetric :) and with cargo hold arrangement, i feel.

So both weight and volume plays a part. i.e. bales of cotton; ingots of lead

No idea how the design has been thought to convert the cargo hold space cubic inches into cargo hold numerical for game; maybe it is even inflated if we look at some age of sail cargo manifests. (?)

Same for dock space, 25 1st rates and 25 frigates should not take up the same amount of slots. 
Also I like the OP's idea because maybe, just maybe people will stop sailing in fleets of 4 traders and start escorting their ships.

Edited by Slim McSauce
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3 minutes ago, Slim McSauce said:

Same for dock space, 25 1st rates and 25 frigates should not take up the same amount of slots. 

Just more of the same limiting stuff we've heard before.  A dock is a dock.  It holds a certain volume, so ships of all sizes can enter.  Somtimes you have a ship way under capacity like a frigate, sometimes you have ships that fit the capacity of the dock such as a 1st rate.  Either way there are 25 possible docks for a ship to enter.  So please this will not add one bit to gameplay  or realism and would just simply put be kind of lame.  Why are the only suggestions ever made by either of you limiting in scope of gameplay and enjoyment?  Why not an actual cool feature or something that finishes/polishes the game for release?

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Sure. Guess the idea is to keep the wheel moving and not getting stale after a month post wipe simply because anyone can stuff 25 ships and full warehouse and live happy ever after and all OW activities stop.

But sure, you are right. Any inputs on the OP suggestion, cargo hold ? 

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12 minutes ago, Hethwill the Red Duke said:

But sure, you are right. Any inputs on the OP suggestion, cargo hold ? 

I think it's a great idea.  It feels like the LGV & Indiaman are under capacity to me.  I would think somewhere like 1750-2000 for Tbrig, 2500-3000 for LGV & 6000 for Indiaman.  But more so to your original suggestion if we could get the real world capacities it would be even better.  Ships hold a lot of stuff, and I mean a lot of stuff, so should our ships.

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20 minutes ago, Hethwill the Red Duke said:

OW activities stop.

Well to get to 25 docks you have to play the game and buy the additional slots so I don't think this is valid.  There is a certain point where you've played enough to "beat" the game and you should have all the treats, tricks & whistles as a reward for the time & effort.  I mean after 2800 hours don't you think I should be able to have 25 ships, several 1st rates, lots of resources, materials, money and doubloons?  For you probably not, but I think so.

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1 hour ago, Slim McSauce said:

just maybe people will stop sailing in fleets of 4 traders and start escorting their ships.

I don't come to your house and scare away your food now do I?! They will learn, or they will die (maybe even quit. salt for salt's sake)

Edited by Galt
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3 hours ago, Gregory Rainsborough said:

Indiaman should be 6500-8000

As the Indiaman is an armed merchant ship some of the cargo space would be given over to gun decks so she would have less cargo space than her size suggests. I guess the same could be said for the LGV. For the others if you remember originally in game they had very few guns and I cannot remember why they started putting a full gun loadout on them.

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18 minutes ago, Archaos said:

But now you cannot enter enemy port with warship in fleet, so no point in escorting your traders.

Right, so devs should definitely do something about this so we aren't asking people to do one thing while at the same time preventing them from doing it.
It's a good decision to escort your traders, lets not punish people for it.

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3 minutes ago, Hethwill the Red Duke said:

Perk is only for the Active ship, not for Fleet ships.

Thanks for that excellent tip doesn't fix the problem though does it? Sarcasm intended.

If you are not aware of the BUG and fill your ships in port it doesn't let you leave this causes help requests in game chat regularly and needs to be fixed.

@OP couldn't agree more

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1 hour ago, Custard said:

Thanks for that excellent tip doesn't fix the problem though does it? Sarcasm intended.

If you are not aware of the BUG and fill your ships in port it doesn't let you leave this causes help requests in game chat regularly and needs to be fixed.

 

If i'm correct there's a warning that active ship or fleet is overloaded ?

Ink and Admin have stated that is intended for the Perk to affect only the Active and not Fleet ships. There's no bug.

I agree the warning must be there upon trying to leave port, if it isn't.

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5 hours ago, Angus MacDuff said:

Where this really bites you is if you take a trader that was full and had the perk.  Then, when you add it to your fleet, the perk no longer affects it.  We've often seen on global.."why am I going 1 knot?".  Something to be aware of.

This is a good point. Maybe if you capture a ship that is overloaded because of the perk then the perk should remain in effect till the ship is unloaded. After all the perk is supposed to be that because of your skill in stowing cargo you manage to fit more cargo onto your ship. Well once that cargo is stowed it does not magically rearrange itself just because the ship is captured by someone who does not have the skill to stow it well.

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